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; }