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- shader_type canvas_item;
- uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
- uniform float frequency = 60;
- uniform float depth = 0.005;
- void fragment() {
- vec2 uv = SCREEN_UV;
- uv.x += sin(uv.y * frequency + TIME) * depth;
- uv.x = clamp(uv.x, 0.0, 1.0);
- vec3 c = textureLod(screen_texture, uv, 0.0).rgb;
- COLOR.rgb = c;
- }
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