Hello.
Most of the shaders from shader toy work, once the main method is replaced with
void fragment(){
vec2 fragCoord = FRAGCOORD.xy;
ve2 iResolution = 1.0 / SCREEN_SIZE_PIXELS
float iTime = TIME.
However, the shader draws on canvas in screen space. How do I convert the above code to draw in the specific's node bounds?
How do you generate a random number in a shader code? do you create a noise texture, and subtract (or add) sin(TIME) to it?
Does godot shading language allow to sample 3d textures? a number of explosion shaders on shader toy do that.