shader_type canvas_item; uniform float min_value = -1; uniform float max_value = 1; void fragment() { // Get the color. vec4 color = texture(TEXTURE, UV); // Compare the value. float gray = color.x; if (gray < min_value) { color = vec4(0, 0, 0, 1); } else if (gray > max_value) { color = vec4(1, 1, 1, 1); } // Write back the color. COLOR = color; }