shader_type canvas_item; render_mode unshaded; uniform bool overlay = true; void fragment() { vec4 pixel = texture(TEXTURE,UV) * COLOR; vec2 p = UV * vec2(224.0,256.0); vec3 tint = vec3(1.0); if (overlay) { if (p.y>=32.0 && p.y<64.0) tint=vec3(1.0,0.05,0.03); if ((p.y>=184.0 && p.y<240.0) || (p.y>=240.0 && p.x>=24.0 && p.x<136.0)) tint=vec3(0.1,1.0,0.05); } COLOR=vec4(pixel.rgb*tint,pixel.a); }