shader_type canvas_item;

uniform sampler2D noise;
uniform float steps = 8.0;
uniform vec4 gradient_start : source_color = vec4(0.18, 0., 0.45, 1.);
uniform vec4 gradient_end : source_color = vec4(1., 1., 0., 1.);

void fragment() {
	float r = round(texture(noise, UV).r * steps) / steps;
	COLOR = mix(gradient_start, gradient_end, r);
}
