shader_type canvas_item; uniform sampler2D alpha; void vertex() { // Called for every vertex the material is visible on. } void fragment() { COLOR.a = texture(alpha,UV).a; //COLOR.a = 1.0-((cos((UV.x)*PI*2.0)+1.0)/2.0); //COLOR.a -= ((cos(UV.y*PI*2.0)+1.0)/2.0); } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}