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shader_type spatial;
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#include "res://vfx/util.gdshaderinc"
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varying float displacement;
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void vertex() {
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displacement = vec2_optimal_prime_noise(VERTEX.xz, TIME);
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VERTEX.y += displacement;
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}
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void fragment() {
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ALBEDO = vec3(1.0)*(displacement + 1.0)/2.0;
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} |