I recently watched a video talking about how to set up a simple water shader but it seems part of the code no longer exists as a function in Godot script? Saw a comment mentioning that shader_type is no longer a pre-defined term? The code according to the tutorial should look like this according to the tutorial:
1 shader_type canvas_item;
2
3 uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
4 uniform sampler2D noise : repeat_enable;
5 uniform vec2 scroll = vec2(0.05, 0.05);
6 uniform float distortion_strength : hint_range(-1,1) = 0.2;
7
8 void fragment() {
9 vec4 noise_col = texture(noise, UV + scroll * TIME);
10 vec4 screen_col = texture(SCREEN_TEXTURE, UV, SCREEN_UV);
11 SCREEN_UV + distortion_strength * noise_col.rr);
12 COLOR = screen_col;
13
14 }
15
line 3 was a recommendation in the comments to add to make this work but even with everything set up verbatim still no movement in the shader when i move around the scene... honestly in over my head and down to scrap it and learn from another tutorial but a lot of this is applicable for other shaders so I'm trying to understand the why behind the code.
Side note: I have a TileMapLayer set up appropriately in a 2D scene for context.
Help?.. lol
danyeweast