shader_type canvas_item;

uniform float intensity : hint_range(1.0, 5.0, 0.1);

void fragment() {
	vec4 col = texture(TEXTURE, UV);
	vec3 glow_col = col.xyz * intensity;
    COLOR = vec4(glow_col, col.w);}

//void light() {
//	// Called for every pixel for every light affecting the CanvasItem.
//	// Uncomment to replace the default light processing function with this one.
//}
