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shader_type canvas_item;
uniform float adjust = 0.0;
void fragment() {
// Called for every pixel the material is visible on.
vec4 tex = texture(TEXTURE, UV);
if (adjust < 0.0) {
COLOR.rgb = tex.rgb - vec3(0.2);
} else if (adjust > 0.0) {
COLOR.rgb = tex.rgb + vec3(0.2);
}
}
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