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2023-10-26 15:27:25 +02:00
commit 7ed5f3155e
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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;
}