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- 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.
- //}
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