shader_type canvas_item; uniform vec4 base_color : hint_color = vec4(128,128,128,255); uniform vec4 mid_dark_color : hint_color = vec4(96, 96, 96, 255); uniform vec4 dark_color: hint_color = vec4(48, 48, 48, 255); uniform vec4 mid_lite_color : hint_color = vec4(160, 160, 160, 255); uniform vec4 lite_color : hint_color = vec4(192, 192, 192, 255); void fragment() { float base = 128.0/255.0; float md = 96.0/255.0; float dark = 48.0/255.0; float ml = 160.0/255.0; float lite = 192.0/255.0; vec4 color = texture(TEXTURE, UV); if (color == vec4(base,base,base,1.0)){ color = base_color; } else if (color == vec4(md,md,md,1.0)){ color = mid_dark_color; } else if (color == vec4(dark,dark,dark,1.0)){ color = dark_color; } else if (color == vec4(ml,ml,ml,1.0)){ color = mid_lite_color; } else if (color == vec4(lite,lite,lite,1.0)){ color = lite_color; } COLOR = color; }