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path: root/Assets/Shaders/Scanlines.gdshader
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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;

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);
}