baseMaterialShader().modify(() => {
const time = uniformFloat(() => millis())
p.getWorldInputs((inputs) => {
inputs.position.y += 40 * sin(time * 0.005);
return inputs;
});
})
baseMaterialShader().modify(() => {
const time = uniformFloat(() => millis())
p.getWorldInputs((inputs) => {
inputs.position.y += 40 * sin(time * 0.005);
return inputs;
});
})
Source: openprocessing.org/sketch/2759326
Source: openprocessing.org/sketch/2759326