shader_type spatial; render_mode blend_mul; uniform vec2 direction_and_speed = vec2(0.25, 0.25); uniform vec2 scale = vec2(1.0); uniform bool flip = true; uniform sampler2D albedo: hint_default_transparent; uniform float alphaSet = 0.0; void fragment() { vec2 uv = UV * scale - direction_and_speed * TIME; if (flip) { uv = 1.0 - uv; } ALBEDO = texture(albedo, uv).rgb; }