shader_type canvas_item; uniform vec2 Direction = vec2(1.0,0.0); uniform float Speed = 0.08; //void vertex() { //// Called for every vertex the material is visible on. //} void fragment() { // Called for every pixel the material is visible on. COLOR = texture(TEXTURE, UV+(Direction*TIME*Speed)); } //void light() { // Called for every pixel for every light affecting the CanvasItem. // Uncomment to replace the default light processing function with this one. //}