I'm using this shader for a Shockwave effect
shader_type canvas_item;
uniform float tile_factor = 1.0;
uniform float aspect_ratio = 1.0;
uniform sampler2D uv_offset_texture : hint_black;
uniform vec2 uv_offset_size = vec2(1.0, 1.0);
uniform float size = 0.02;
void fragment() {
vec2 waves_size = vec2(size, size);
vec2 offset_texture_uvs = UV * uv_offset_size;
vec2 texture_based_offset = texture(uv_offset_texture, offset_texture_uvs).rg;
texture_based_offset = texture_based_offset * 2.0 - 1.0;
vec2 adjusted_uv = UV * tile_factor;
adjusted_uv.y *= aspect_ratio;
vec2 cPos = -1.0 + 2.0 * UV / (1.0 / TEXTURE_PIXEL_SIZE);
float cLength = length(cPos);
vec2 uv = FRAGCOORD.xy / (1.0 / SCREEN_PIXEL_SIZE).xy + 0.0;
COLOR = texture(SCREEN_TEXTURE, uv + texture_based_offset * waves_size);
}

With high resolution doesn't look that bad

But with my wanted pixel-art resolution gives this ugly blurry artifacts.
I'm not sure if it's a rendering-configuration problem or if I may need some adjustments to the shader.
Any help is welcomed!