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shader_type canvas_item;
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uniform vec2 tiled_factor = vec2(5.0, 5.0);
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uniform float aspect_ratio = 0.5;
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void fragment() {
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vec2 tiled_uvs = UV * tiled_factor;
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tiled_uvs.y *= aspect_ratio;
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COLOR= texture(TEXTURE, tiled_uvs);
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// COLOR = vec4(tiled_uvs, 0., 1.);
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}
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