Refactor Godot architecture into AppShell, modular menus and game domains
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shader_type canvas_item;
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uniform float drift_strength : hint_range(0.0, 4.0) = 1.2;
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uniform float drift_speed : hint_range(0.0, 2.0) = 0.22;
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uniform float wave_scale : hint_range(0.001, 0.05) = 0.012;
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void vertex() {
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float wave = sin(TIME * drift_speed + VERTEX.y * wave_scale) * drift_strength;
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VERTEX.x += wave * (UV.y * 0.7 + 0.3);
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VERTEX.y += sin(TIME * drift_speed * 0.73 + VERTEX.x * wave_scale) * drift_strength * 0.18;
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}
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uid://i1m60q862ykj
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