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title: Hiding Level Loads Behind Cosmic Warp Effect In Godot
description: Developer DuckSpill shares how they built a wormhole/cosmic warp shader in Godot using GDScript to mask level loading in their arcade flying game Aerosurge....
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og:description: Developer DuckSpill shares how they built a wormhole/cosmic warp shader in Godot using GDScript to mask level loading in their arcade flying game Aerosurge....
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# Hiding Level Loads Behind Cosmic Warp Effect In Godot

**[80 LEVEL](https://daily.dev/sources/80lv)** · 2 min read · 1 upvotes · 0 comments

## Summary

Developer DuckSpill shares how they built a wormhole/cosmic warp shader in Godot using GDScript to mask level loading in their arcade flying game Aerosurge. The effect plays during upgrade selection screens, hiding terrain loading behind a visually striking transition. The developer also notes that character outlines were achieved using an enlarged reversed-face model copy, a technique used before stencil buffers became available in Godot. Brief mentions of Godot 4.7's recent release and its new Asset Store are included.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/wormhole-shader-for-seamless-level-transitions-in-godot-powered-arcade-flying-game>

## Questions this post answers

### How can I hide a level load transition in Godot using a shader effect?

A cosmic warp or wormhole shader can visually cover a level load while the player interacts with a menu, such as choosing an upgrade, giving the game time to swap in new terrain behind the scenes. One developer implemented this entirely in GDScript for the arcade flying game Aerosurge, using the warp visual as a seamless transition mask.

_Developers building seamless scene transitions in Godot compare shader tricks like this one on daily.dev._

### How do you create outline effects in Godot without stencil buffers?

Outlines can be created by duplicating a model, enlarging the copy slightly, and reversing its faces so it renders behind the original as a visible border. This technique was used before stencil buffers became available in Godot, offering an alternative way to achieve a stylized outline look without relying on that rendering feature.

_Shader technique breakdowns like this help Godot developers styling their own outline effects on daily.dev._

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#godot](https://daily.dev/tags/godot)

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