shader_type canvas_item;

uniform float threshold : hint_range(0.0, 1.0) = 0.01;

void fragment() {
	vec4 tex_color = texture(TEXTURE, UV);
	float brightness = max(tex_color.r, max(tex_color.g, tex_color.b));
	if (brightness < threshold) {
		discard;
	}
	COLOR = tex_color;
}
