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; } }