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| shader_type canvas_item;
uniform vec3 from_col=vec3(1,0,0);
uniform vec3 to_col=vec3(0,1,1);
uniform float tol:hint_range(0,1)=0.2;
void fragment(){
vec4 c=texture(TEXTURE,UV);
float w=smoothstep(tol,0.0,distance(c.rgb,from_col));
COLOR=vec4(mix(c.rgb, to_col, w), c.a);
}
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