shader_type canvas_item;
uniform float rps = 1.0;
uniform vec3 bg_color = vec3(0.251);
void vertex() {
UV.y -= floor(mod(TIME*rps, 1.0)*4.0)/16.0;
}
void fragment(){
// if (COLOR.rgb == bg_color){
// COLOR.r = 1.0;
// }
// else COLOR = COLOR;