final commit
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shader_type canvas_item;
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// Allows you to sample the pixels rendered behind this node
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform float lod : hint_range(0.0, 5.0) = 2.0;
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uniform vec4 color_tint : source_color = vec4(1.0, 1.0, 1.0, 0.1);
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void fragment() {
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vec4 blurred_screen = textureLod(screen_texture, SCREEN_UV, lod);
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COLOR = mix(blurred_screen, vec4(color_tint.rgb, 1.0), color_tint.a);
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}
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uid://b5ke0njvd8rj7
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