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14 lines
274 B
GLSL
14 lines
274 B
GLSL
shader_type canvas_item;
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uniform float frequency = 60;
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uniform float depth = 0.005;
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void fragment() {
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vec2 uv = SCREEN_UV;
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uv.x += sin(uv.y * frequency + TIME) * depth;
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uv.x = clamp(uv.x, 0.0, 1.0);
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vec3 c = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
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COLOR.rgb = c;
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}
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