changed background animation
authorEduardo <[email protected]>
Tue, 26 Sep 2023 00:45:07 +0000 (02:45 +0200)
committerEduardo <[email protected]>
Tue, 26 Sep 2023 00:45:07 +0000 (02:45 +0200)
with GLSL shaders!

scenes/main_menu/MainMenu.tscn
themes/default/backgrounds/home_screen_dots.gdshader

index dc46917fdfecbaf96408eca7a43b9038cb2574ef..42b73c0b0e0e70976f44394f76caa26ce81e2a4a 100644 (file)
@@ -12,7 +12,7 @@ shader = ExtResource("6_xkkpt")
 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
index 97bb5e00b2e82fc5c839bdad77ecc33ccfd8cb6e..faf2b4a40fc032ce842666604c65ab8efc3588e6 100644 (file)
@@ -3,14 +3,14 @@ shader_type canvas_item;
 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