shader_type canvas_item; uniform vec3 color = vec3(0.65, 0.86, 0.95); uniform int OCTAVES = 8; float rand(vec2 coord){ return fract(sin(dot(coord, vec2(56, 78)) * 4000.0) * 1000.0); } float noise(vec2 coord){ vec2 i = floor(coord); vec2 f = fract(coord); // 4 corners of a rectangle surrounding our point float a = rand(i); float b = rand(i + vec2(1.0, 0.0)); float c = rand(i + vec2(0.0, 1.0)); float d = rand(i + vec2(1.0, 1.0)); vec2 cubic = f * f * (3.0 - 2.0 * f); return mix(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; } float fbm(vec2 coord){ float value = 0.0; float scale = 0.5; for(int i = 0; i < OCTAVES; i++){ value += noise(coord) * scale; coord *= 2.0; scale *= 0.5; } return value; } void fragment() { vec2 coord = UV * 2.0; vec2 motion = vec2( fbm(coord + vec2(TIME * -0.3, TIME * 0.2)) ); float final = fbm(coord + motion); COLOR = vec4(color, final * 0.8); }