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shader_type canvas_item;
uniform sampler2D pattern_sampler : repeat_enable, filter_nearest;
uniform vec3 bg_color : source_color;
uniform vec3 pattern_color : source_color;
uniform float pattern_size = 256.0;
uniform float speed = 0.05;
void fragment() {
vec2 uv = FRAGCOORD.xy / pattern_size;
COLOR.rgb = mix(pattern_color, bg_color, texture(pattern_sampler, uv + TIME * speed).x);
}
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