shader_type canvas_item; uniform float speed = 5.0; uniform float scale = 20.0; uniform float intensity = 1; uniform sampler2D noise; float rand(vec2 coord) { return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453); } float cellular(vec2 coord) { vec2 i = floor(coord); vec2 f = fract(coord); float min_dist = 1.0; for (int y = -1; y <= 1; y++) { for (int x = -1; x <= 1; x++) { vec2 neighbor = vec2(float(x), float(y)); vec2 point = vec2(rand(i + neighbor), rand(i + neighbor + vec2(1000.0))); point = 0.5 * sin(TIME * speed + 6.2831 * point); vec2 diff = neighbor + point - f; float dist = length(diff); min_dist = min(min_dist, dist); } } return min_dist; } void fragment() { if (COLOR.a != 0.0) { vec2 coord = UV * scale; float pattern = cellular(coord); COLOR = vec4(COLOR.rgb, (pattern > intensity) ? 0.0 : 1.0); } }