For a long time I wanted to try and make some blinking lights.

"What's so special about that?" I hear you say. Well, you see - real server racks or nuclear power plant control consoles don't blink completely randomly. There's intricate relationships between individual lights, rows of lights, entire racks... and the time factor.

I have created a texture storing 256 different patters. Special UV layout + vertex colors + of course a special shader and we can have this:

#techArt #Godot #server

@liblast Thanks for showing the texture. Interesting technique.

Loving the attention to detail

@h2n0 thanks! I should probably show the shader code as well. It's already on Codeberg in the devel-unfa branch in case anybody wants to read it. The file is called "blinker_shader.gshader".