15 lines
No EOL
410 B
Text
15 lines
No EOL
410 B
Text
shader_type spatial;
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render_mode unshaded;
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uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, repeat_disable, filter_nearest;
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uniform float blur_power: hint_range(0.0, 0.2, 0.001) = 0.05;
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uniform sampler2D noise_texture;
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vec2 noise(vec2 uv) {
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return texture(noise_texture, uv).xy - 0.5;
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}
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void fragment() {
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vec2 uv = SCREEN_UV;
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ALBEDO.rgb = texture(SCREEN_TEXTURE, uv + noise(uv)).rgb * blur_power;
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} |