Squash and Stretch

An extremely simple implementation of a squash and stretch shader in Godot. Tested in Godot 4.0 Alpha 11.

Note: You may need a high-poly model.

 

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Shader code
shader_type spatial;

uniform vec2 direction = vec2(1.0);
uniform float squash: hint_range(0.0, 2.0) = 1.0;
uniform float offset: hint_range(-0.5, 0.5) = 0.0;

void vertex() {
	float v = abs(VERTEX.y + offset) * squash + direction.x;
	VERTEX *= vec3(v, direction.y, v);
}
Tags
3d, Blob, squash, stretch, vertex
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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