shader_type spatial; varying vec3 pos; varying vec3 norm; uniform sampler2D space_color : source_color, repeat_disable; uniform vec3 line_color : source_color; uniform float scale = 1000.0; #include "noise.gdshaderinc" void vertex() { norm = NORMAL; pos = VERTEX; } void fragment() { ALBEDO = line_color; if (norm.y > 0.7 && mod(pos.y, 5) > 0.2) { float f = shell_worley(pos, scale); ALBEDO = texture(space_color, vec2(f)).rgb; } }