shader_type spatial; /** * This is a documentation comment. * These lines will appear in the inspector when hovering over the shader parameters * You can use [b]BBCode[/b] [i]formatting[/i] in the comment. * The Offset From Ground shifts the model up and down. */ uniform float offset_from_ground = 0.5; /** * This parameter influcenes the amount of waves */ uniform float waves = 8.0; uniform float speed = 2.0; uniform float wave_height = 0.5; void vertex() { // Changing the waves parameter changes how warped the sphere is VERTEX.y += offset_from_ground + sin(VERTEX.x * waves + TIME * speed) * wave_height; } void fragment() { ALBEDO = vec3(0.1, 0.2, 0.6); }