Hello,
i am trying to apply a watershader to my object in godot. i have multiple planes that are sized differently. but when I do this the texture or whatever it is gets squashed up in this example. The planes are all set to a size scale of 1 in blender.
Is this fixable? using this tutorial https://www.youtube.com/watch?v=XjCh2cN3Mfg
this is my shader code:
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
uniform vec4 ColorParameter : source_color = vec4(0.004054, 0.008113, 0.020224, 1.000000);
uniform sampler2D tex_frg_15;
uniform sampler2D tex_frg_18;
void fragment() {
// ColorParameter:2
vec4 n_out2p0 = ColorParameter;
// Input:17
float n_out17p0 = TIME;
// UVFunc:16
vec2 n_in16p1 = vec2(0.01000, 0.01000);
vec2 n_out16p0 = vec2(n_out17p0) * n_in16p1 + UV;
// Texture2D:15
vec4 n_out15p0 = texture(tex_frg_15, n_out16p0);
// Input:19
float n_out19p0 = TIME;
// UVFunc:22
vec2 n_in22p1 = vec2(-0.01000, -0.01000);
vec2 n_out22p0 = vec2(n_out19p0) * n_in22p1 + UV;
// Texture2D:18
vec4 n_out18p0 = texture(tex_frg_18, n_out22p0);
// VectorOp:21
vec4 n_out21p0 = n_out15p0 * n_out18p0;
// VectorOp:23
vec4 n_in23p1 = vec4(1.25000, 1.25000, 1.25000, 1.25000);
vec4 n_out23p0 = pow(n_out21p0, n_in23p1);
// VectorOp:5
vec4 n_out5p0 = n_out2p0 + n_out23p0;
// FloatConstant:13
float n_out13p0 = 0.900000;
// FloatConstant:14
float n_out14p0 = 0.000000;
// Output:0
ALBEDO = vec3(n_out5p0.xyz);
ALPHA = n_out13p0;
ROUGHNESS = n_out14p0;
}