shader_type spatial; uniform float u_time; void vertex() { // Called for every vertex the material is visible on. } void fragment() { // Called for every pixel the material is visible on. vec2 st = FRAGCOORD.xy; float r = sin(st.x * .003 + TIME); float g = sin(st.y * .003 + TIME); float b = cos(r/g); ALBEDO = vec3(r, g, b); } //void light() { // Called for every pixel for every light affecting the material. // Uncomment to replace the default light processing function with this one. //}