shader_type canvas_item;

void vertex() {
	// Called for every vertex the material is visible on.
}

uniform float r: hint_range(0.0, 1.0) = 1.0;
uniform float g: hint_range(0.0, 1.0) = 1.0;
uniform float b: hint_range(0.0, 1.0) = 1.0;
uniform float opacity : hint_range(0.0, 1.0) = 1.0;

void fragment() {
    vec4 sprite_color = texture(TEXTURE, UV);
    COLOR = vec4(sprite_color.r * r,sprite_color.g * g,sprite_color.b * b, sprite_color.a * opacity )*COLOR;
}