// original wind shader from https://github.com/Maujoe/godot-simple-wind-shader-2d/tree/master/assets/maujoe.simple_wind_shader_2d // original script modified by HungryProton so that the assets are moving differently : https://pastebin.com/VL3AfV8D // // speed - The speed of the wind movement. // minStrength - The minimal strength of the wind movement. // maxStrength - The maximal strength of the wind movement. // strengthScale - Scalefactor for the wind strength. // interval - The time between minimal and maximal strength changes. // detail - The detail (number of waves) of the wind movement. // distortion - The strength of geometry distortion. // heightOffset - The height where the wind begins to move. By default 0.0. shader_type canvas_item; render_mode blend_mix; // Wind settings. uniform float speed = 1.0; uniform float minStrength : hint_range(0.0, 1.0) = 0.05; uniform float maxStrength : hint_range(0.0, 1.0) = 0.01; uniform float strengthScale = 100.0; uniform float interval = 3.5; uniform float detail = 1.0; uniform float distortion : hint_range(0.0, 1.0); uniform float heightOffset : hint_range(0.0, 1.0); // With the offset value, you can if you want different moves for each asset. Just put a random value (1, 2, 3) in the editor. Don't forget to mark the material as unique if you use this uniform float offset = 0; float getWind(vec2 vertex, vec2 uv, float time){ float diff = pow(maxStrength - minStrength, 2.0); float strength = clamp(minStrength + diff + sin(time / interval) * diff, minStrength, maxStrength) * strengthScale; float wind = (sin(time) + cos(time * detail)) * strength * max(0.0, (1.0-uv.y) - heightOffset); return wind; } float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898,78.233))) * 43758.5453123); } float noise(vec2 x) { vec2 p = floor(x); vec2 f = fract(x); f = f * f * (3.0 - 2.0 * f); vec2 a = vec2(1.0, 0.0); return mix(mix(hash(p + a.yy), hash(p + a.xy), f.x), mix(hash(p + a.yx), hash(p + a.xx), f.x), f.y); } void vertex() { vec4 pos = MODEL_MATRIX * vec4(0.0, 0.0, 0.0, 1.0); //float time = TIME * speed + sin(VERTEX.x * noise(VERTEX.xy) * offset); float time = TIME * speed + sin(pos.x * offset) * cos( pos.x * offset) ; VERTEX.x += getWind(VERTEX.xy, UV, time); }