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.
//}
