10 lines
276 B
Plaintext
10 lines
276 B
Plaintext
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shader_type spatial;
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render_mode unshaded, cull_disabled;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture;
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uniform float blur_amount: hint_range(0.0, 5.0, 0.1) = 2;
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void fragment() {
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vec4 lod = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
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ALBEDO = lod.xyz;
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}
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