shader_type canvas_item; const float y_speed = 0.5 / 3.0; const float x_speed = 0.1 / 3.0; void fragment() { vec2 new_uv = vec2(UV.x + TIME * x_speed, UV.y + TIME * y_speed); COLOR = texture(TEXTURE, new_uv); } //void light() { // Called for every pixel for every light affecting the CanvasItem. // Uncomment to replace the default light processing function with this one. //}