shader_parameter/dots_color = Vector4(1, 0.86, 0.83, 1)
shader_parameter/radius = 0.09
shader_parameter/grid_size = 6.0
-shader_parameter/speed = 0.1
+shader_parameter/speed = 0.5
[node name="MainMenu" type="Control"]
layout_mode = 3
uniform vec4 dots_color = vec4(1, 0.86, 0.83, 1);
uniform float radius: hint_range(0.0, 1.0, 0.01) = .07;
uniform float grid_size: hint_range(1.0, 200.0, 1.00) = 7.;
-uniform float speed: hint_range(0.0, 1.0, 0.01) = .2;
+uniform float speed: hint_range(0.0, 2.0, 0.01) = .5;
void fragment() {
vec2 uv = (FRAGCOORD.xy - (1.0 / SCREEN_PIXEL_SIZE).xy) / min((1.0 / SCREEN_PIXEL_SIZE).x, (1.0 / SCREEN_PIXEL_SIZE).y);
uv *= grid_size;
// movement
- uv.x -= TIME * speed;
+ uv.x += speed * sin(TIME * speed);
uv.y += TIME * speed;
// Here is where the offset is happening