shader_type spatial; uniform float speed_x; uniform float speed_y; uniform float size; uniform sampler2D sea: filter_nearest; void fragment() { float x = fract(UV.x * size + sin(TIME) * speed_x); float y = fract(UV.y * size - TIME * 2.0 * speed_y); vec4 color = texture(sea, vec2(x, y)); ALBEDO = vec3(color.r, color.g, color.b); }