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. //}