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pogo/node_3d.gdshader
2024-06-19 17:40:21 +02:00

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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.
//}