shader_type canvas_item;
uniform float blur_amount : hint_range(0.0, 5.0);
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
void fragment() {
// Samples the screen texture using the LOD (Level of Detail)
// provided by the blur_amount
vec4 color = textureLod(screen_texture, SCREEN_UV, blur_amount);
COLOR = color;
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