shader_type canvas_item; render_mode blend_disabled; uniform sampler2D u_src_texture; uniform vec4 u_src_rect; uniform float u_opacity = 1.0; uniform float u_value = 1.0; vec2 get_src_uv(vec2 screen_uv) { vec2 uv = u_src_rect.xy + screen_uv * u_src_rect.zw; return uv; } void fragment() { float brush_value = u_opacity * texture(TEXTURE, UV).r; vec4 src = texture(u_src_texture, get_src_uv(SCREEN_UV)); COLOR = vec4(src.rgb, mix(src.a, u_value, brush_value)); }