shader_type canvas_item; uniform int num_colors: hint_range(2,32) = 8; uniform sampler2D PALETTE_TEXTURE: hint_default_black; uniform sampler2D PALETTE_TEXTURE_LOW: hint_default_black; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform int u_dither_size = 4; vec3 palette_limiter (in vec3 albedo, in vec2 uv){ float estimation_cutoff = 0.001; vec3 closest_color; float min_dist = 2.0; float n = float(num_colors); bool palette_low = (int(uv.y)) % 2 == 0; for (int i=0; i