shader_type canvas_item; uniform float count: hint_range(240, 480, 2) = 320; uniform float opacity: hint_range(0.0, 1.0, 0.01) = 0.3; void fragment() { vec3 color = texture(SCREEN_TEXTURE, SCREEN_UV).rgb; vec2 uv = SCREEN_UV; vec2 line = vec2(sin(uv.y * count), cos(uv.y * count)); vec3 scanlines = vec3(line.y, line.x, line.y); color += color * scanlines * opacity; COLOR = vec4(color, 1.0); }