shader_type canvas_item; uniform int mode = 1; uniform sampler2D gradient; void vertex() { // Called for every vertex the material is visible on. } void fragment() { if (mode == 1) { COLOR = COLOR; } if (mode == 2) { vec4 ree = texture(gradient, vec2(COLOR.r)); COLOR = ree; } } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}