Godot Version 4.5 Question I’m trying to implement a texel space lighting system with a custom shader. I’ve found one or two people attempting this idea but there’s not that much information. I ended up more or less copying this code vec2 tex_size = vec2(textureSize(texture_albedo, 0)); vec2 nearest_texel = (floor(base_uv * tex_size) + 0.5) / tex_size; vec2 offset = nearest_texel - base_uv; vec2 x_derivative = dFdx(base_uv); vec2 y_derivative = dFdy(base_uv); offset /= x_derivative.s*y_...