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11 lines
172 B
Plaintext
11 lines
172 B
Plaintext
shader_type spatial;
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void vertex() {
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VERTEX.z -= 0.6 - cos(VERTEX.x) * 0.6;
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VERTEX.x *= 0.8 + cos(VERTEX.x) * 0.2;
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}
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void fragment() {
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ALBEDO = vec3(1.0, 0.6, 0.1);
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}
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