19 lines
464 B
Text
19 lines
464 B
Text
shader_type spatial;
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uniform vec2 dims;
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uniform vec3 light_color : source_color;
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uniform vec3 dark_color : source_color;
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// uniform float line_width : hint_range(0.0, 0.1, 0.001);
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uniform sampler2D NOISE_PATTERN;
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void fragment() {
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vec2 p = UV*dims;
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float noise = (texture(NOISE_PATTERN, p).x-0.5)/10.0;
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ivec2 pos = ivec2(int(p.x), int(p.y));
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vec2 sub = mod(p, 1.0);
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if (pos.x % 2 == pos.y % 2) {
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ALBEDO = dark_color;
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} else {
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ALBEDO = light_color;
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}
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} |