shader_type canvas_item; uniform float rows = 44.0; // Really int but don't want to recast all the time uniform float cols = 63.0; // ^ void fragment(){ vec2 frag_pos = UV * vec2(cols, rows); vec2 frag_marginal = fract(frag_pos+0.05); vec2 frag_marginal_2 = fract(frag_pos-0.4); vec2 grid_data = texture(TEXTURE, (frag_pos+0.05)/vec2(cols+1.0, rows+1.0)).rg; COLOR = vec4(0.0); if (frag_marginal.x < 0.1){ if (grid_data.g >= 0.99){ if (frag_marginal_2.y <= 0.2) COLOR = vec4(1.0, 0.0, 0.0, 1.0); }else if (grid_data.g >= 0.49){ COLOR = vec4(0.0, 0.0, 1.0, 1.0); }else COLOR = vec4(0.5, 0.5, 0.5, 1.0); } if (frag_marginal.y < 0.1){ if (grid_data.r >= 0.99){ if (frag_marginal_2.x <= 0.2) COLOR = vec4(1.0, 0.0, 0.0, 1.0); }else if (grid_data.r >= 0.49){ COLOR = vec4(0.0, 0.0, 1.0, 1.0); }else COLOR = vec4(0.5, 0.5, 0.5, 1.0); } }