Wicked-Depths/vingette.gdshader

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shader_type canvas_item;
uniform vec4 color: source_color;
uniform float multiplier = 0.2;
uniform float softness = 3.0;
void fragment()
{
float value = distance(UV, vec2(0.5));
COLOR = vec4(color.rgb, smoothstep(multiplier, softness,value));
}