shader_type canvas_item; uniform float corruption_x = 0.0; uniform float edge_width = 50.0; uniform mat4 screen_to_world; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_nearest_mipmap; void fragment() { vec4 screen_color = texture(SCREEN_TEXTURE, SCREEN_UV); float gray = dot(screen_color.rgb, vec3(0.299, 0.587, 0.114)); vec3 bw = vec3(gray); vec4 world_pos = screen_to_world * vec4(FRAGCOORD.xy, 0.0, 1.0); float dist = world_pos.x - corruption_x; float t = smoothstep(-edge_width, edge_width, dist); COLOR.rgb = mix(bw, screen_color.rgb, t); COLOR.a = screen_color.a; }