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shader_type spatial;
//frag shader variables
uniform vec4 albedo : hint_color;
uniform float alpha : hint_range(0.0, 1.0);
uniform float normal_speed : hint_range(0.0, 1.0);
uniform float normal_map_scale : hint_range(0.0, 10.0);
uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D normal : hint_normal;
//Vertex shader variables
uniform float wave_speed : hint_range(0.0, 10.0);
uniform float wave_height : hint_range(0.0, 10.0);
void fragment() {
vec2 moving_uv = UV + (TIME * normal_speed);
ALBEDO = albedo.rgb;
ALPHA = alpha;
ROUGHNESS = roughness;
NORMALMAP = texture(normal, moving_uv * normal_map_scale).xyz;
}
void vertex() {
VERTEX.y = sin(TIME + VERTEX.x * wave_speed) * wave_height;
}
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