shader_type canvas_item; uniform sampler2D noise: repeat_enable; void fragment() { float r = texture(noise, FRAGCOORD.xy * .0005 + .0).r; float g = texture(noise, FRAGCOORD.xy * .0005 + .1).r; float b = texture(noise, FRAGCOORD.xy * .0005 + .2).r; float a = texture(noise, FRAGCOORD.xy * .0002 + .3).r * .35; COLOR = vec4(r, g, b, a); }