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- shader_type canvas_item;
- render_mode blend_mix;
- uniform float fattyness = 2.0;
- void fragment() {
- vec2 ruv = UV - vec2(0.5, 0.5);
- vec2 dir = normalize(ruv);
- float len = length(ruv);
- len = pow(len * 2.0, fattyness) * 0.5;
- ruv = len * dir;
- vec4 col = texture(TEXTURE, ruv + vec2(0.5, 0.5));
- COLOR = col;
- }
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