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Moving Scaling and Rotating UVs in Godot Shaders | Tutorial

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Binbun3D

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Description

A Binbun3D Godot shader tutorial (part 2 of a UV series) on moving, scaling, and rotating texture coordinates in canvas_item fragment shaders.

It continues a basic texture-sampling shader with UV offsets for translation, discard or alpha-zero for out-of-range samples, and mod-based tiling. Scaling multiplies sample coordinates (shrinking the texture), including pivot centering via offset-scale-offset, plus reusable scale and rotate helpers using sine and cosine in radians.

The material suits beginners who already know basic UV sampling from part 1. GLSL-style canvas_item syntax is enough; deep linear algebra is not required beyond the rotate helper.

The free HTML page provides code snippets, UV-versus-color diagrams, and links to the previous and next series parts for copy-paste iteration in the Godot editor.

It is a practical bridge from static UV sampling to transformed textures without relying on node transforms alone.