shader_type canvas_item; render_mode blend_premul_alpha; // This shader only works properly with premultiplied alpha blend mode. uniform float aura_width = 2.0; uniform vec4 aura_color : source_color; void fragment() { vec4 col = texture(TEXTURE, UV); vec2 ps = TEXTURE_PIXEL_SIZE; float a; float maxa = col.a; float mina = col.a; a = texture(TEXTURE, UV + vec2(0.0, -aura_width) * ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(0.0, aura_width) * ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(-aura_width, 0.0) * ps).a; maxa = max(a, maxa); mina = min(a, mina); a = texture(TEXTURE, UV + vec2(aura_width, 0.0) * ps).a; maxa = max(a, maxa); mina = min(a, mina); col.rgb *= col.a; COLOR = col; COLOR.rgb += aura_color.rgb * (maxa - mina); }