shader_type canvas_item; uniform float intensity; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; void vertex() { // Called for every vertex the material is visible on. } void fragment() { vec4 as = texture(screen_texture,SCREEN_UV); vec4 a2s = texture(TEXTURE,UV); vec4 fart = a2s * (0.1 + as.brga); COLOR = fart * intensity; } //void light() { // Called for every pixel for every light affecting the CanvasItem. // Uncomment to replace the default light processing function with this one. //}