1 shader_type canvas_item;
3 uniform vec2 final_offset = vec2(0,-1);
4 uniform float progress: hint_range(0.0, 1.0);
5 uniform sampler2D previous_background: source_color, hint_default_transparent;
6 uniform sampler2D next_background: source_color, hint_default_transparent;
10 vec2 uv = UV + final_offset * progress*vec2(-1, -1);
12 if (uv.x < 1.0 && uv.x > 0.0 && uv.y < 1.0 && uv.y > 0.0){
13 COLOR = texture(previous_background, uv, 1);
15 COLOR = texture(next_background, uv-final_offset*vec2(-1,-1));