shader_type canvas_item; render_mode unshaded; void fragment() { vec2 step_uv = TEXTURE_PIXEL_SIZE*12.0; float a = texture(TEXTURE,UV).a*0.28; a += texture(TEXTURE,UV+step_uv*vec2(1,0)).a*0.12; a += texture(TEXTURE,UV-step_uv*vec2(1,0)).a*0.12; a += texture(TEXTURE,UV+step_uv*vec2(0,1)).a*0.12; a += texture(TEXTURE,UV-step_uv*vec2(0,1)).a*0.12; a += texture(TEXTURE,UV+step_uv).a*0.06; a += texture(TEXTURE,UV-step_uv).a*0.06; a += texture(TEXTURE,UV+step_uv*vec2(1,-1)).a*0.06; a += texture(TEXTURE,UV+step_uv*vec2(-1,1)).a*0.06; COLOR = vec4(0.02,0.035,0.03,a*0.20); }