shader_type canvas_item;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;

uniform float blur: hint_range(0.0, 5.0) = 3.0;

void fragment() {
	vec4 color = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur);
	COLOR = vec4(color.rgb, 1.0);
}