This is an attempt to recreate a glow effect in Godot 4's 2D (specifically Compatibility Mode but Vulkan also applies).
This approach uses a SubViewport to contain any textures that want to glow.
The game world nodes need to place a texture into the Subviewport and then use a RemoteTransform2D to keep it aligned.
PROBLEM
Currently if one glowed sprite is behind another sprite, the glow will not be clipped.
Looking for solution!