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project-thor/Shaders/Fuse.gdshader
2025-08-16 01:05:24 +02:00

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shader_type spatial;
uniform sampler2D noise;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
//ALBEDO = vec3(0.000275,0.0,0.665027);
EMISSION = vec3(0.0,0.0,1.0);
if( TIME < 1800.0 ) {
ALBEDO = texture(noise,UV + TIME / 5.0).rgb;
}
else {
ALBEDO = texture(noise,UV - TIME).rgb;
}
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}