shader_type canvas_item; uniform vec2 tiled_factor = vec2(5.0, 5.0); uniform float aspect_ratio = 0.5; void fragment() { vec2 tiled_uvs = UV * tiled_factor; tiled_uvs.y *= aspect_ratio; COLOR= texture(TEXTURE, tiled_uvs); // COLOR = vec4(tiled_uvs, 0., 1.); }