AltParty2024/assets/shaders/ShapeDanceShapes.gdshader
2024-10-09 00:33:41 +03:00

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shader_type spatial;
render_mode unshaded;
instance uniform int id;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
ALBEDO = vec3(cos(TIME + float(id) * 0.01), sin(TIME + float(id) * 0.01), tan(TIME + float(id) * 0.01));
}
void light() {
DIFFUSE_LIGHT = vec3(1.0, 1.0, 1.0);
}