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