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- shader_type canvas_item;
- uniform float amplitude : hint_range(0.0, 1.0);
- uniform float rate : hint_range(0.0, 2000.0);
- void fragment(){
- float offset_dir = step(sin(UV.y * rate), 0.2) * 2.0;
- float offset_dir2 = step(sin(UV.x * rate), 0.2) * 2.0;
- float offset_curve1 = step(sin(UV.y * rate), 0.05) * 2.0;
- //WAVES
- float final_offset = ((offset_dir - 1.0) * (amplitude/2.0));
- float final_offset2 = ((offset_dir2 - 1.0) * (amplitude/2.0));
- float final_curve1 = (sin(UV.y * rate)) * (amplitude/1.0);
- float final_curve2 = (sin(UV.x * rate)) * (amplitude/1.0);
- vec4 texture_color = texture(TEXTURE, vec2(UV.x + final_offset, UV.y + final_offset2 + final_curve2));
- vec4 color = texture_color;
- COLOR = color;
- //ALPHA
- COLOR.a = clamp(color.a - (amplitude/1.0), 0.0, 1.0);
- }
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