shader_type canvas_item; #include "res://assets/shaders/rounded_border.gdshaderinc" uniform float blur_amount : hint_range(0.0, 1.0) = 0.0; uniform float blur_radius_px : hint_range(0.0, 32.0) = 14.0; uniform vec2 rect_size = vec2(100.0, 108.0); uniform vec4 corner_radius = vec4(35.0, 35.0, 12.0, 12.0); // top-right, bottom-right, top-left, bottom-left uniform float border_width : hint_range(0.0, 50.0) = 3.0; uniform vec4 border_color : source_color = vec4(0.06666667, 0.13333334, 0.1882353, 1.0); void fragment() { vec2 px = TEXTURE_PIXEL_SIZE * blur_radius_px * blur_amount; vec4 sum = texture(TEXTURE, UV) * 2.0; float total_weight = 2.0; for (int i = 0; i < 8; i++) { float angle = float(i) * 0.7853981634; // TAU / 8 vec2 offset = vec2(cos(angle), sin(angle)) * px; sum += texture(TEXTURE, UV + offset); total_weight += 1.0; } vec4 tex_color = (sum / total_weight) * COLOR; COLOR = apply_rounded_border(tex_color, UV, rect_size, corner_radius, border_width, border_color); }