Swarm/Testbed/UIBlur.gdshader

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shader_type canvas_item;
uniform float lod: hint_range(0.0, 5.0) = 0.0;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
void fragment() {
vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV, lod);
COLOR = vec4(color.rgb, 1.0);
}