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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);
}
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