shader_type canvas_item; render_mode blend_disabled, unshaded; uniform sampler2D r_tex : hint_white; uniform vec4 r_mask = vec4(1.0, 0.0, 0.0, 0.0); uniform sampler2D g_tex : hint_white; uniform vec4 g_mask = vec4(0.0, 1.0, 0.0, 0.0); uniform sampler2D b_tex : hint_white; uniform vec4 b_mask = vec4(0.0, 0.0, 1.0, 0.0); uniform sampler2D a_tex : hint_white; uniform vec4 a_mask = vec4(0.0, 0.0, 0.0, 1.0); void fragment() { COLOR = vec4(dot(texture(r_tex, UV), r_mask), dot(texture(g_tex, UV), g_mask), dot(texture(b_tex, UV), b_mask), dot(texture(a_tex, UV), a_mask)); }