Adetonics/shaders/map.gdshader
2026-03-02 15:04:15 +02:00

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Text

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.
//}