shader_type spatial; render_mode unshaded; uniform float ANIM_SPEED = 100.0; uniform float power = 1.; void vertex() { float distance = sqrt(pow(VERTEX.z, 2) + pow(VERTEX.x, 2)); VERTEX.y = min(sin(VERTEX.x * TIME * ANIM_SPEED) * power / (distance * 10. + 2.), 0.); //vec4 exhaust_color = mix(hot_color, cold_color, .5); COLOR = vec4(.6, .8, 1., 1.0); } void fragment() { //ALPHA = COLOR.a; ALBEDO = COLOR.rgb; }