trench/shaders/lava.gdshader

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2026-04-22 10:19:57 -04:00
shader_type spatial;
uniform base_texture =
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
// Called for every pixel the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}