shader_type canvas_item; uniform float speed = 4.0; uniform float scale = 8.0; uniform vec4 color_a: source_color = vec4(1.,1.,1.,1.); uniform vec4 color_b: source_color = vec4(0.,0.,0.,1.); void fragment() { vec2 uv = FRAGCOORD.xy; float t = .5 + sin((uv.x + uv.y) / scale + TIME * speed) * .5; t -= .5 + sin((uv.x - uv.y) / scale + TIME * speed) * .5; vec3 tvec = vec3(t,t,t); COLOR = tvec.x > 0.0 ? color_a : color_b; }