shader_type canvas_item; render_mode skip_vertex_transform; void vertex() { VERTEX = (WORLD_MATRIX * (EXTRA_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy; } vec3 color_ramp(float h) { if (h < 0.35f) { return vec3(0, 0, 0.3); else if (h < 0.4f) { return vec3(0, 0, 0.6); } else if (h < 0.45f) { return vec3(0, 0, 0.7); } else if (h < 0.5f) { return vec3(0, 0, 1); } else if (h < 0.55){ return vec3(0.8, 0.8, 0.1); } else if (h < 0.65){ return vec3(0, 0.6, 0); } else if (h <= 0.85){ return vec3(0, 0.4, 0); } else if (h < 1.0){ return vec3(0.6, 0.6, 0.6); } return vec3(1.0); } vec3 rgbToGrayscale(vec3 color) { return vec3(dot(color.rgb, vec3(0.299, 0.587, 0.144))); } float borderFalloff(vec2 uv) { return min( (0.5 - abs(-uv.x + 0.5)) * 2.0, (0.5 - abs(-uv.y + 0.5)) * 2.0); } float borderFalloffCircle(vec2 uv) { return (0.5 - length(vec2(uv - vec2(0.5, 0.5)))) * 2.0; } void fragment() { vec4 texture_color = texture(TEXTURE, UV); COLOR.rgb = vec3(texture_color.r * borderFalloff(UV) * 1.8); // COLOR.rgb = vec3(texture_color.r * borderFalloffCircle(UV) * 1.8); }