+2 votes

I am trying to make a 'sine wave' shader and I would like to know how to convert VERTEX from local space to world space. I have tried to do that with this piece of code:

void vertex() {
    world_pos = (WORLD_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
    VERTEX.y += sin(TIME * speed + world_pos.x * amp) * amount;

However the 'wave' is affected when I move the viewport.


I would like to know what I'm doing wrong and how to fix this.

Thanks in advance.

asked Jul 12, 2018 in Engine by Johly (14 points)
edited Jul 15, 2018 by Johly

Does it act like that when the camera moves while the project is running?

Yeah, even when the camera moves while the project is running.

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.