Make content use SWSL shaders.
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@@ -1,5 +1,3 @@
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shader_type canvas_item;
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float circle(in vec2 _st, in float _radius){
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vec2 dist = _st-vec2(0.5);
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return smoothstep(_radius-(_radius*0.01),
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@@ -10,7 +8,6 @@ float circle(in vec2 _st, in float _radius){
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void fragment(){
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vec2 st = FRAGCOORD.xy*SCREEN_PIXEL_SIZE.xy;
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COLOR = texture(TEXTURE, UV);
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COLOR.rgb = vec3(0);
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COLOR.a = circle(st,0.05);
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}
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@@ -1,4 +1,3 @@
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shader_type canvas_item;
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uniform float percentagedistanceshow = 0.1;
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uniform float gradientfalloffwidth = 0.2;
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