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- shader_type canvas_item;
- render_mode blend_premul_alpha;
- uniform float radius = 5.0;
- uniform float amount = 0.25;
- void fragment() {
- float r = radius;
- vec2 ps = TEXTURE_PIXEL_SIZE;
- vec4 col = texture(TEXTURE, UV);
- vec4 glow = col;
- glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
- glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
- glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
- glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
- glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
- glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
- glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
- glow += texture(TEXTURE, UV + vec2(r, r) * ps);
- r *= 2.0;
- glow += texture(TEXTURE, UV + vec2(-r, -r) * ps);
- glow += texture(TEXTURE, UV + vec2(-r, 0.0) * ps);
- glow += texture(TEXTURE, UV + vec2(-r, r) * ps);
- glow += texture(TEXTURE, UV + vec2(0.0, -r) * ps);
- glow += texture(TEXTURE, UV + vec2(0.0, r) * ps);
- glow += texture(TEXTURE, UV + vec2(r, -r) * ps);
- glow += texture(TEXTURE, UV + vec2(r, 0.0) * ps);
- glow += texture(TEXTURE, UV + vec2(r, r) * ps);
- glow /= 17.0;
- glow *= amount;
- col.rgb *= col.a;
- COLOR = glow + col;
- }
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