[gd_resource type="ShaderMaterial" load_steps=2 format=2] [sub_resource type="Shader" id=3] code = "shader_type canvas_item; float circle(vec2 uv, float blur) { return smoothstep(0., blur, 1. - length(uv)); } void fragment() { vec2 uv = UV - vec2(0.5, 0.5); float circleWhite = circle(uv * 1.83, 1); float circleBlack = circle(uv * 2.1, 0.87); float c = circleWhite - circleBlack; c *= 6.; float t = TIME * 5.; c -= circle(vec2(uv.x - sin(t) * .85, 1.8*uv.y - cos(t) * .65) * .8, 1.3); vec3 col = vec3(c) * vec3(1, 0, 0.5); col += vec3(smoothstep(0.2, 0.7, c)) * vec3(1, 1, 0.); col += vec3(smoothstep(0.4, 0.55, c)); COLOR = vec4(col, (col.r + col.b + col.g)/ 3.); }" [resource] shader = SubResource( 3 )