shader_type canvas_item; uniform float speed = 0.01; uniform vec4 color:source_color; uniform float alpha:hint_range(0.0, 1.0, 0.1) = 1.0; void fragment() { vec2 uv = UV; uv += vec2(TIME,TIME)*speed; vec4 new_color = texture(TEXTURE,uv); new_color.rgb = color.rbg; new_color.a = alpha*color.a*new_color.a; COLOR = new_color; }