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fps_project_1/pause_menu.gdshader
2024-10-30 15:52:02 -05:00

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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.
//}