shader_type canvas_item; uniform float blur_amount : hint_range(-2.0, 10.0); uniform float mix_amount : hint_range(0.0, 1.0); uniform vec4 color_over: source_color; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; void fragment() { vec4 blurred = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount); COLOR = mix(blurred, color_over, mix_amount); }