shader_type canvas_item;

uniform float speed = 0.6;
uniform float frequency_y = 3.0;
uniform float frequency_x = 3.0;
uniform float amplitude = 0.3;
uniform float inclination = 1.0;


void vertex() {
	VERTEX.y += sin((UV.x - TIME * speed) * frequency_y) * amplitude * UV.x;
	VERTEX.x += cos((UV.y - TIME * speed) * frequency_x) * amplitude * 0.5 * UV.x;
	VERTEX.x -= UV.y * inclination;
}