shader_type canvas_item; render_mode blend_premul_alpha; uniform vec4 tint : source_color = vec4(1.0, 1.0, 1.0, 1.0); void fragment() { vec4 color = texture(TEXTURE, UV) * COLOR * tint; #ifdef ALPHA_CLIP if (color.a < 0.001) discard; #endif COLOR = color; }