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(+1)

thank you! actually it’s a very simple effect to make. you can recreate it using this shader: shader_type canvas_item;

uniform float height = 3.0; uniform float frequency = 20.0; uniform float speed = 3.0;

void vertex() { VERTEX.y += height * sin((frequency * UV.x) + (speed * TIME)); }

and making some outline, that’s it! hope it helps