shader_type canvas_item; render_mode blend_mix; uniform float radius = 4.0; void fragment() { vec4 col = texture(TEXTURE, UV); vec2 ps = TEXTURE_PIXEL_SIZE; col += texture(TEXTURE, UV + vec2(0.0, -radius) * ps); col += texture(TEXTURE, UV + vec2(0.0, radius) * ps); col += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps); col += texture(TEXTURE, UV + vec2(radius, 0.0) * ps); col /= 5.0; COLOR = col; }