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uarep-ctl/shaders/tilemap.gdshader

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shader_type canvas_item;
#include "tools.gdshaderinc"
uniform vec2 center = vec2(0.5, 0.5);
uniform float radius: hint_range(0.0, 1.0) = 0.4; /* Радиус */
void fragment()
{
COLOR = texture(TEXTURE, UV) * smooth_px(length(UV - center), radius, DS);
}