game/map_editor/tile_cursor.gdshader

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shader_type spatial;
render_mode unshaded, blend_add, cull_disabled;
uniform sampler2D source_texture;
uniform vec4 modulate: source_color = vec4(1.0);
void fragment() {
vec4 source = texture(source_texture, UV);
ALBEDO = (source.rgb * modulate.rgb);
ALPHA = source.a;
}