shader_type canvas_item; uniform float toggle; void vertex() { // Called for every vertex the material is visible on. } void fragment() { COLOR = texture(TEXTURE, UV); COLOR.r = mix(COLOR.r, abs(sin(TIME * 20.25)), toggle); } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}