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| shader_type canvas_item;
uniform vec2 offset = vec2(2.0,2.0);
uniform vec4 shadow:source_color = vec4(0,0,0,0.5);
void fragment(){
vec2 px = TEXTURE_PIXEL_SIZE*offset;
vec4 s = vec4(shadow.rgb, shadow.a*texture(TEXTURE, UV+px).a);
vec4 b = texture(TEXTURE, UV);
COLOR = max(s, b);
}
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