21 lines
484 B
Text
21 lines
484 B
Text
shader_type canvas_item;
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uniform sampler2D noise_texture: repeat_enable, filter_nearest;
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uniform float strength = 0.1;
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uniform float borderScale = 2.;
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void vertex() {
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VERTEX.xy *= vec2(borderScale);
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}
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void fragment() {
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vec2 uv = UV * borderScale - (0.5 * (borderScale - 1.0));
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float noise_value = texture(noise_texture, uv + TIME * 0.3).r * 2. * PI;
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vec2 displacement = vec2(noise_value * strength, 0.0);
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vec2 d_uv = uv + displacement;
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COLOR = texture(TEXTURE, d_uv);
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}
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