shader_type canvas_item;
render_mode blend_disabled;

uniform float blur_amount : hint_range(0,5) = 5.0;
uniform vec4 tint : source_color = vec4(.5, .5, .5, 1.0);
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;

void fragment() {
	COLOR = textureLod(screen_texture, SCREEN_UV, blur_amount) * tint;
}