Rainbow Gradient that ignores Black

Found this shader and modified it to ignore black. Though i’d share for convinience.

Shader code
shader_type canvas_item;

uniform float strength: hint_range(0., 1.) = 0.3;
uniform float speed: hint_range(0., 10.) = 0.5;
uniform float angle: hint_range(0., 360.) = 0.;

void fragment() {
    float hue = UV.x * cos(radians(angle)) - UV.y * sin(radians(angle));
    hue = fract(hue + fract(TIME  * speed));
    float x = 1. - abs(mod(hue / (1./ 6.), 2.) - 1.);
    vec3 rainbow;
    if(hue < 1./6.){
        rainbow = vec3(1., x, 0.);
    } else if (hue < 1./3.) {
        rainbow = vec3(x, 1., 0);
    } else if (hue < 0.5) {
        rainbow = vec3(0, 1., x);
    } else if (hue < 2./3.) {
        rainbow = vec3(0., x, 1.);
    } else if (hue < 5./6.) {
        rainbow = vec3(x, 0., 1.);
    } else {
        rainbow = vec3(1., 0., x);
    }
    vec4 color = texture(TEXTURE, UV);
    COLOR = mix(color, color * vec4(rainbow, color.a), strength);
}
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Tags
godot 4
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