shader_type canvas_item; uniform vec2 wind_direction = vec2(0.95,0.3); uniform float wind_strength = 0.6; void vertex() { vec2 point = (MODEL_MATRIX*vec4(VERTEX,0.0,1.0)).xy; float sway = sin(TIME*1.35+point.x*0.012+point.y*0.006)*0.7+sin(TIME*2.1+point.y*0.014)*0.3; VERTEX += wind_direction*sway*wind_strength*1.5; }