shader_type canvas_item; uniform float r = 0.5; uniform float visibility = 1.0; void fragment() { vec2 uv = UV - 0.5; int div = 127; vec2 st = (vec2(ivec2( uv * float(div) ))+0.5)/float(div); float d = length(st); float c = 1.0; float alpha = visibility; if (d