A repeating, scrolling texture can add visual interest to a static background. This example demonstrates how to create an infinitely tiling background using a model quad with a repeating texture. The effect is achieved by scrolling the UV coordinates over time, creating smooth, continuous motion.
The script driving the effect works as follows:
background game object so the quad covers the full viewport. The rotation is set via euler.z (Rotation Z in the IDE).uv_params.x/y) so the texture tiles across the screen.scroll_speed and tile_size, wraps it to the 0..1 range, and sends uv_params to the model material.The asset used in this example is from Kenney’s Puzzle Pack 2, licensed under CC0.
repeating_background.script
-- Size of a single tile in pixels
go.property("tile_size", 128)
-- Scroll speed vector (x, y, z) in pixels per second
go.property("scroll_speed", vmath.vector3(50, 0, 0))
-- Applies layout based on current window size
-- Scales the game object to fill the entire window and calculates UV scale
local function apply_layout(self)
local width, height = window.get_size()
-- Scale the game object to match window dimensions
go.set(".", "scale", vmath.vector3(width, height, 1))
-- Calculate how many tiles fit in the window (for UV tiling)
self.uv_scale = vmath.vector3(width / self.tile_size, height / self.tile_size, 0)
-- Send UV parameters to the shader: scale (x, y) and offset (z, w)
local uv_params = vmath.vector4(self.uv_scale.x, self.uv_scale.y, self.offset.x, self.offset.y)
go.set("#model", "uv_params", uv_params)
end
-- Updates UV offset for scrolling animation
-- Moves the texture offset based on scroll speed and wraps it using modulo
local function update_uv_params(self, dt)
-- Calculate offset delta in tile units (0-1 range)
local delta = self.scroll_speed * dt / self.tile_size
-- Update offset (subtract because we want to scroll in the direction of scroll_speed)
self.offset = self.offset - delta
-- Wrap offset to 0-1 range to create seamless repeating
self.offset.x = self.offset.x % 1
self.offset.y = self.offset.y % 1
-- Send updated UV parameters to the shader
local uv_params = vmath.vector4(self.uv_scale.x, self.uv_scale.y, self.offset.x, self.offset.y)
go.set("#model", "uv_params", uv_params)
end
-- Initialize the script
-- Sets up the initial UV offset to zero
function init(self)
self.offset = vmath.vector3(0)
end
function final(self)
end
-- Update function called every frame
-- Applies layout and updates UV parameters for scrolling
function update(self, dt)
apply_layout(self)
update_uv_params(self, dt)
endrepeating_background.vp
#version 140
in vec4 position;
in vec2 texcoord0;
uniform vp_uniforms
{
mat4 mtx_worldview;
mat4 mtx_proj;
vec4 uv_params;
};
out vec2 var_texcoord0;
void main()
{
// uv_params.x = repeat scale on U axis (tiles across width)
// uv_params.y = repeat scale on V axis (tiles across height)
// uv_params.z = scroll offset on U axis (normalized 0..1)
// uv_params.w = scroll offset on V axis (normalized 0..1)
var_texcoord0 = texcoord0 * uv_params.xy + uv_params.zw;
gl_Position = mtx_proj * mtx_worldview * vec4(position.xyz, 1.0);
}repeating_background.fp
#version 140
in mediump vec2 var_texcoord0;
out vec4 out_fragColor;
uniform mediump sampler2D texture0;
void main()
{
out_fragColor = texture(texture0, var_texcoord0);
}