15 lines
576 B
Plaintext
15 lines
576 B
Plaintext
shader_type spatial;
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uniform vec4 color1 : source_color;
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uniform vec4 color2 : source_color;
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uniform vec4 color3 : source_color;
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uniform float x_amount = 32.0;
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uniform float y_amount = 32.0;
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float random (vec2 uv) { return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123) ; }
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void fragment() {
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vec2 tiled_uvs = vec2(trunc(UV.x/(1.0/x_amount)), trunc(UV.y/(1.0/y_amount)));
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ALBEDO = mix(mix(color1.rgb, color2.rgb, sin(TIME + tiled_uvs.x - tiled_uvs.y * random(tiled_uvs))/2.5), color3.rgb, sin(TIME + tiled_uvs.x - tiled_uvs.y * random(tiled_uvs.yx))/2.0);
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} |