Untitled
unknown
glsl
2 years ago
346 B
84
Indexable
shader_type canvas_item; uniform float start_x:hint_range(-1.0, 1.0, 0.001) = 0.0; uniform float end_x:hint_range(-1.0, 1.0, 0.001) = 1.0; void vertex() { UV.x = (UV.x * (end_x - start_x)) + start_x; } void fragment() { if(UV.x>start_x && UV.x<end_x) COLOR = texture(TEXTURE,UV); else COLOR = vec4(0.0,0.0,0.0,0.0); }
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