shader_type canvas_item; render_mode blend_disabled; uniform sampler2D r_texture : hint_default_black; uniform sampler2D g_texture : hint_default_black; uniform sampler2D b_texture : hint_default_black; uniform sampler2D a_texture : hint_default_white; void fragment() { COLOR = vec4(texture(r_texture, UV).r, texture(g_texture, UV).g, texture(b_texture, UV).b, texture(a_texture, UV).r); }