shader_type canvas_item; void vertex() { // Called for every vertex the material is visible on. } void fragment() { vec4 existing_color = texture(TEXTURE, UV); vec3 grayscale_color = vec3((existing_color.r + existing_color.g + existing_color.b)/3.0); COLOR.rgb = grayscale_color; COLOR.a = existing_color.a; } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}