xyz I get the basics, I think. It's just that there seem to be random issues like the screen texture not containing alpha values that get in the way.
Although, if someone else is having the same problem, here is a shader that gets rid of the background color:
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
uniform vec3 filter_color: source_color;
void fragment() {
vec2 uv = SCREEN_UV;
COLOR.r = uv.x;
COLOR.a = texture(SCREEN_TEXTURE, uv).rgb != filter_color ? 1.0 : 0.0;
}
filter_color needs to be the background color of Godot (77 for r,g and b)
Now I am wondering how to be more specific with this. Like, how to get only certain images. I am reading about the BackBufferCopy node but, once again, very little info T_T