shader_type canvas_item; uniform vec4 ground_tint : source_color = vec4(0.4,0.35,0.25,1.0); varying vec4 vertex_tint; void vertex() { vertex_tint = COLOR; } void fragment() { vec4 art = texture(TEXTURE,UV); float light = dot(art.rgb,vec3(0.299,0.587,0.114)); vec3 color = mix(vec3(light),art.rgb,0.78)*0.9; float footing = smoothstep(0.55,0.9,UV.y); color = mix(color,ground_tint.rgb*(0.45+light),0.12+footing*0.16); COLOR = vec4(color,art.a)*vertex_tint; }