shader_type canvas_item; uniform sampler2D screen_texture: hint_screen_texture, filter_linear_mipmap; uniform float amount: hint_range(0.0,5.0); void fragment() { vec4 color =textureLod(screen_texture, SCREEN_UV, amount); COLOR = color; } //void light() { // Called for every pixel for every light affecting the CanvasItem. // Uncomment to replace the default light processing function with this one. //}