Wicked-Depths/shadow the hedgehog.gdshader

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shader_type canvas_item;
render_mode blend_mix;
uniform float radius = 5.0;
uniform vec4 modulate : source_color;
void fragment() {
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(-radius, 0.0) * ps);
shadow += texture(TEXTURE, UV + vec2(-radius, radius) * ps);
shadow += texture(TEXTURE, UV + vec2(0.0, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(0.0, radius) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, -radius) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, 0.0) * ps);
shadow += texture(TEXTURE, UV + vec2(radius, radius) * ps);
shadow /= 8.0;
shadow *= modulate;
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}