   vec4 tile = mix(transparent, target_color, f);
 
   // Add focus ring
-  vec2 focus_tex_uv = (vec2(1., 1.) + normalized_uv) * tile_size / sprite_size;
+  vec2 focus_tex_uv = (static_tile_coords(11.) + normalized_uv) * tile_size / sprite_size;
   vec4 focused_tile = mix(
     tile,
     white,

  float border_opacity = dynamic_tile_data_b2.z;
  float boxes_opacity = dynamic_tile_data_b2.w;

  float frames_per_axis = floor(sprite_size /tile_size);
  float frames_per_sprite = frames_per_axis * frames_per_axis;

  float f;
  if(static_tile < 0.) {

    }
    f *= boxes_opacity;
  } else if (static_tile >= 1.) {
    vec2 number_tex_uv = (static_tile_coords(static_tile) + normalized_uv) * tile_size / sprite_size;
    f = mix(f, 1., texture2D(static_sprite, number_tex_uv).a);
  }

  // Blend static outline on top
  vec2 outline_tex_uv = (static_tile_coords(0.) + normalized_uv) * tile_size / sprite_size;
  f = mix(f, 1., texture2D(static_sprite, outline_tex_uv).a * border_opacity);

  // Blend flash on top
  vec2 flash_tex_uv = (static_tile_coords(9.) + normalized_uv) * tile_size / sprite_size;
  f = mix(f, 1., texture2D(static_sprite, flash_tex_uv).a * flash_opacity);

  // Change color according to highlight setting
