shader_type canvas_item; // Cattura tutto quello che c'รจ sotto questo nodo uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; uniform float blur_amount : hint_range(0.0, 5.0) = 2.5; uniform float focus_size : hint_range(0.0, 1.0) = 0.4; uniform float transition_softness : hint_range(0.01, 1.0) = 0.3; void fragment() { float dist_from_center = abs(SCREEN_UV.y - 0.5); float mask = smoothstep(focus_size / 2.0, (focus_size / 2.0) + transition_softness, dist_from_center); // Applica il blur vec4 blurred_screen = textureLod(screen_texture, SCREEN_UV, blur_amount * mask); COLOR = blurred_screen; }