shaders!
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shader_type canvas_item;
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uniform sampler2D gradient_texture;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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vec4 existing_color = texture(TEXTURE, UV);
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float grayscale_value = (existing_color.r + existing_color.g + existing_color.b)/3.0;
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vec4 new_color = texture(gradient_texture, vec2(grayscale_value));
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COLOR.rgb = new_color.rgb;
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COLOR.a = existing_color.a;
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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