[gd_resource type="Shader" format=2] [resource] code = "shader_type canvas_item; uniform vec2 tiling = vec2(1,1); uniform vec2 offset = vec2(0,0); void fragment() { vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV * tiling + offset); color.a = texture(TEXTURE, UV).a; COLOR = color; }"