shader_type canvas_item; uniform vec4 stripe_a : source_color; uniform vec4 stripe_b : source_color; uniform float band_px = 16.0; // 16px bands per README uniform float vignette = 0.55; // edge darkening strength void fragment() { // 135deg diagonal stripe: sum of pixel coords, banded. vec2 px = FRAGCOORD.xy; float diag = px.x + px.y; float band = mod(floor(diag / band_px), 2.0); vec4 base = mix(stripe_a, stripe_b, band); // radial vignette centred slightly high (README: 50% 38%). float d = distance(UV, vec2(0.5, 0.38)); base.rgb *= 1.0 - clamp(d * vignette, 0.0, 1.0); COLOR = base; }