stick-the-quick/vfx/prime_wave_test.gdshader

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