shader_type canvas_item;
render_mode blend_mix;

uniform vec3 tint_color : source_color = vec3(1.0, 0.0, 0.0);
uniform float intensity : hint_range(0, 1) = 1.0;

void fragment() {
	COLOR = vec4(mix(COLOR.rgb, tint_color, intensity), COLOR.a);
}

// bleh, we prolly don't need this
//void light() {
	//vec4 color = COLOR;
    //LIGHT = vec4(color.rgb * LIGHT_COLOR.rgb * LIGHT_ENERGY, LIGHT_COLOR.a * (1.0 - intensity));
//}
