shader_type canvas_item; void fragment() { vec4 col = texture(TEXTURE, UV) * 0.16; col += texture(TEXTURE, UV + vec2(TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.075; col += texture(TEXTURE, UV + vec2(-TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.075; col += texture(TEXTURE, UV + vec2(2.0 * TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.06; col += texture(TEXTURE, UV + vec2(2.0 * -TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.06; col += texture(TEXTURE, UV + vec2(3.0 * TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.045; col += texture(TEXTURE, UV + vec2(3.0 * -TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.045; col += texture(TEXTURE, UV + vec2(4.0 * TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.025; col += texture(TEXTURE, UV + vec2(4.0 * -TEXTURE_PIXEL_SIZE.x, 0.0)) * 0.025; col += texture(TEXTURE, UV + vec2(0.0, TEXTURE_PIXEL_SIZE.y)) * 0.075; col += texture(TEXTURE, UV + vec2(0.0, -TEXTURE_PIXEL_SIZE.y)) * 0.075; col += texture(TEXTURE, UV + vec2(0.0, 2.0 * TEXTURE_PIXEL_SIZE.y)) * 0.06; col += texture(TEXTURE, UV + vec2(0.0, 2.0 * -TEXTURE_PIXEL_SIZE.y)) * 0.06; col += texture(TEXTURE, UV + vec2(0.0, 3.0 * TEXTURE_PIXEL_SIZE.y)) * 0.045; col += texture(TEXTURE, UV + vec2(0.0, 3.0 * -TEXTURE_PIXEL_SIZE.y)) * 0.045; col += texture(TEXTURE, UV + vec2(0.0, 4.0 * TEXTURE_PIXEL_SIZE.y)) * 0.025; col += texture(TEXTURE, UV + vec2(0.0, 4.0 * -TEXTURE_PIXEL_SIZE.y)) * 0.025; COLOR = col; }