shader_type canvas_item;
render_mode unshaded;
uniform mat4 transform;
void fragment() {
vec2 uv = UV;
uv = (vec4(uv - transform[3].xy, 1, 1)
* inverse(transform)).xy + vec2(.5, .5);
COLOR = texture(TEXTURE, uv);
COLOR.a = min(COLOR.a, COLOR.r);
}