shader_type canvas_item; render_mode unshaded; varying vec4 tint; void vertex() { tint=COLOR; } void fragment() { vec4 mist=texture(TEXTURE,UV); vec2 border=min(UV,vec2(1.0)-UV); float feather=smoothstep(0.025,0.15,border.x)*smoothstep(0.025,0.15,border.y); COLOR=vec4(mist.rgb*tint.rgb,pow(mist.a,1.35)*tint.a*feather); }