shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;

void vertex() {
	VERTEX += vec2(sin(TIME * 15.0f) * 7.5f, 0);
}

void fragment() {
	vec4 pixel_color = texture(TEXTURE, UV);

	if (pixel_color.a > 0.6f) {
		vec4 new_color = vec4(0.2f, 0.1f, 0.3f, 0.4f);
		COLOR = new_color;
	}
}