shader_type canvas_item; //render_mode unshaded; //uniform vec2 light_direction = vec2(0.2, 1); //uniform sampler2D grab_texture: source_color; uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap; //void vertex() { //} void fragment(){ //vec4 texture_color = texture(TEXTURE, UV); ////depth in alpha channel //float depth = texture_color.w; //vec2 sample_point = UV - LIGHT_DIRECTION * depth; //vec4 grab_color = texture(grab_texture, sample_point); //if (grab_color.a > 0.0) COLOR.xyz *= 0.5; //vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV); vec4 color = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); if (color.a > 0.0 && color.a < 1.0) COLOR = vec4(color.r, 0.7, 0.7, 1.0); else if (color.a != 0.0) COLOR = vec4(0.7, color.g, 0.7, 1.0); else COLOR = color; } //void light() { //vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV); //float depth = 1.0; //vec2 sample_point = UV - LIGHT_DIRECTION.xy * depth; //if (SHADOW_MODULATE.w == 0.5) COLOR = vec4(COLOR.rgb, 1.0); //vec4 grab_color = texture(grab_texture, sample_point); //COLOR = LIGHT_DIRECTION //float cNdotL = max(0.0, dot(NORMAL, LIGHT_DIRECTION)); //LIGHT = vec4(LIGHT_COLOR.rgb * COLOR.rgb * LIGHT_ENERGY * cNdotL, LIGHT_COLOR.a); //}