1
2
3
4
5
6
7
8
9
10
11
| shader_type canvas_item;
float hash(vec2 p){return fract(sin(dot(p,vec2(17.3,41.7)))*43758.5);}
uniform float progress:hint_range(0,1)=0.5;
void fragment(){
float n=hash(UV*600.0);
float m=step(UV.x + (n-0.5)*0.05, progress);
COLOR=texture(TEXTURE,UV)*m;
}
|