shader_type canvas_item; uniform int levels = 3; uniform float spread = 0.01; uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap; void fragment(){ vec3 sum; COLOR.rgb = vec3(0); //vec2 offset = (UV - vec2(0.5))*vec2(1,-1); vec2 offset = vec2(0.01, 0.01); for(int i = 0; i < levels; i++){ float t = 2.0*float(i)/float(levels-1); // range 0.0->2.0 vec3 slice = vec3(1.0-t, 1.0 - abs(t - 1.0), t - 1.0); slice = max(slice, 0.0); sum += slice; vec2 slice_offset = (t-1.0)*spread*offset; COLOR.rgb += slice * texture(SCREEN_TEXTURE, SCREEN_UV + slice_offset).rgb; } COLOR.rgb /= sum; }