shader_type canvas_item; uniform float drift_strength : hint_range(0.0, 4.0) = 1.2; uniform float drift_speed : hint_range(0.0, 2.0) = 0.22; uniform float wave_scale : hint_range(0.001, 0.05) = 0.012; void vertex() { float wave = sin(TIME * drift_speed + VERTEX.y * wave_scale) * drift_strength; VERTEX.x += wave * (UV.y * 0.7 + 0.3); VERTEX.y += sin(TIME * drift_speed * 0.73 + VERTEX.x * wave_scale) * drift_strength * 0.18; }