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shader_type canvas_item; | |
render_mode unshaded, blend_add; | |
vec3 hsv2rgb(vec3 c) { | |
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | |
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | |
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | |
} | |
void vertex() { | |
float time = fract(TIME / 6.28) * 6.28; | |
VERTEX.x += UV.x * sin(time * 15.0 + UV.y * 20.0) * 10.0; | |
VERTEX.x -= UV.x * cos(time * 20.0 + UV.y * 15.0) * 5.0; | |
} | |
void fragment() { | |
float tail_center = abs(UV.y - 0.5); | |
vec3 rainbow = vec3(0.0, 0.5, 2.0); // hsv | |
rainbow.x += tail_center - fract(TIME / 2.0) * 2.0; | |
rainbow = hsv2rgb(rainbow); | |
COLOR = vec4(rainbow, 2.0 * (0.5 - tail_center)); | |
} |
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