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shader_type canvas_item;
uniform vec4 in_color:source_color;
uniform float position:hint_range(-2,1.) = 0.856;
uniform vec2 size = vec2(32., 32.);
void fragment(){
vec2 a = (1./SCREEN_PIXEL_SIZE) / size;
vec2 uv=UV;
uv *= a;
vec2 i_uv = floor(uv);
vec2 f_uv = fract(uv);
float wave = max(0.,i_uv.x/(a.x) - position);
vec2 center = f_uv*2.-1.;
float circle = abs(center.x)+abs(center.y);
circle = 1. - step(wave,circle);
COLOR=vec4(circle) * in_color;
}