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