cirnogodot/VFEZ/Shaders/Effects/vfez_uv_handrawn.gdshaderinc

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2025-03-09 15:58:26 +01:00
group_uniforms uv_handrawn;
uniform float uv_handrawn_amount: hint_range(0.0, 40.0) = 10.;
uniform float uv_handrawn_speed: hint_range(0.0, 30.0) = 5.;
group_uniforms;
vec2 uv_handrawn(vec2 uv)
{
vec2 handrawnUV = uv;
float handrawn_speed =
floor(TIME * 20. * uv_handrawn_speed);
handrawnUV.x = sin((handrawnUV.x * uv_handrawn_amount + handrawn_speed / 2.) * 4.);
handrawnUV.y = sin((handrawnUV.y * uv_handrawn_amount + handrawn_speed / 2.) * 4.);
uv = mix(uv, uv + handrawnUV, 0.0005 * uv_handrawn_amount);
return uv;
}