shader_type canvas_item;

uniform float pixel_size : hint_range(0.01, 1.0);


void fragment() {
	vec4 color = texture(TEXTURE, UV);
	
	float light = 0.8;
	float dark = 0.4;
	
	float val = dark;
	
	if ( int(UV.y * 8.0 * pixel_size) % 2 == 1 ) {
		if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {
			val = dark;
		}
		else {
			val = light;
		}
	}
	else {
		if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {
			val = light;
		}
		else {
			val = dark;
		}
	}
	
	color.rgb = vec3(val, val, val);
	
	COLOR = color;
}