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tgcc/core/daynight/blur.gdshader

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shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform float blur_amount : hint_range(0.0, 5.0) = 2.5;
void fragment() {
COLOR = textureLod(screen_texture, SCREEN_UV, blur_amount);
}