15 lines
466 B
Plaintext
15 lines
466 B
Plaintext
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shader_type canvas_item;
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uniform float blur_amount : hint_range(0, 5);
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform vec4 color: source_color;
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uniform float multiplier = 0.2;
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uniform float softness = 3.0;
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void fragment() {
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float value = distance(UV, vec2(0.5)) * -1.0;
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// COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
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COLOR = textureLod(SCREEN_TEXTURE,SCREEN_UV, smoothstep(softness, multiplier,value));
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}
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