shader_type canvas_item;

uniform int mode = 1;
uniform sampler2D gradient;
void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
	if (mode == 1) {
		COLOR = COLOR;
	}
	if (mode == 2)
	{
		vec4 ree = texture(gradient, vec2(COLOR.r));
		COLOR = ree;
	}
}

//void light() {
//	// Called for every pixel for every light affecting the material.
//	// Uncomment to replace the default light processing function with this one.
//}
