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Pixelorama/src/Shaders/UITransparency.gdshader

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shader_type canvas_item;
uniform float alpha = 0.0;
uniform vec2 screen_resolution = vec2(1280, 720);
uniform vec2 position = vec2(100.0, 100.0);
uniform vec2 size = vec2(100.0, 100.0);
//1280, 720
void fragment(){
if (
UV.x >= (position.x)/(screen_resolution.x) && UV.y >= (position.y)/(screen_resolution.y)
&&
UV.x <= (position.x + size.x)/(screen_resolution.x) && UV.y <= (position.y + size.y)/(screen_resolution.y)
){
COLOR.a = alpha;
}
}