Randoloot/resources/effects/lander_detail.gdshader

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shader_type canvas_item;
render_mode unshaded;
varying vec4 vertex_tint;
void vertex() { vertex_tint=COLOR; }
void fragment() {
vec4 center=texture(TEXTURE,UV);
vec2 dx=dFdx(UV), dy=dFdy(UV);
vec3 neighbors=texture(TEXTURE,UV+dx).rgb+texture(TEXTURE,UV-dx).rgb+texture(TEXTURE,UV+dy).rgb+texture(TEXTURE,UV-dy).rgb;
vec3 sharp=clamp(center.rgb*1.2-neighbors*0.05,vec3(0.0),vec3(1.0));
COLOR=vec4(mix(center.rgb,sharp,smoothstep(0.8,1.0,center.a)),center.a)*vertex_tint;
}