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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;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
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);
}
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