shader_type canvas_item; varying vec4 vertex_color; void vertex() { vertex_color = COLOR; } void fragment() { vec4 tex = texture(TEXTURE, UV) * COLOR; float wave = sin(VERTEX.x*0.01-TIME*10.) * 0.5 + 0.5; wave = pow(wave, 3.); COLOR = tex * (1. - wave * 0.2); }