shader_type canvas_item; // ET OUI, MEME LE SOL C'EST UN SHADER // Petite shader juste pour faire un ptit effet de perspective tiled sur le sol // J'avais la flemme de faire des belles textures lol uniform float skew_amount = 0.5; void vertex() { // Called for every vertex the material is visible on. } void fragment() { vec2 skewed_uv = UV; skewed_uv.x += (1.0 - UV.y) * skew_amount; COLOR = texture(TEXTURE, skewed_uv); } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}