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Fix SCREEN_TEXTURE in "Screen Space Shaders" demo
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@@ -4,23 +4,22 @@ importer="texture"
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type="CompressedTexture2D"
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uid="uid://c5jxxypesp0k5"
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path.s3tc="res://.godot/imported/filmgrain.png-8b1c9d8b22a2ffa8f94b1e004d5eddc9.s3tc.ctex"
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path.etc2="res://.godot/imported/filmgrain.png-8b1c9d8b22a2ffa8f94b1e004d5eddc9.etc2.ctex"
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metadata={
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"imported_formats": ["s3tc", "etc2"],
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://art/filmgrain.png"
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dest_files=["res://.godot/imported/filmgrain.png-8b1c9d8b22a2ffa8f94b1e004d5eddc9.s3tc.ctex", "res://.godot/imported/filmgrain.png-8b1c9d8b22a2ffa8f94b1e004d5eddc9.etc2.ctex"]
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dest_files=["res://.godot/imported/filmgrain.png-8b1c9d8b22a2ffa8f94b1e004d5eddc9.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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@@ -4,23 +4,22 @@ importer="texture"
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type="CompressedTexture2D"
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uid="uid://c7uiamx2smpx5"
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path.s3tc="res://.godot/imported/vignette.png-993dbe0a69e475ef62cba692d80d947d.s3tc.ctex"
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path.etc2="res://.godot/imported/vignette.png-993dbe0a69e475ef62cba692d80d947d.etc2.ctex"
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metadata={
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"imported_formats": ["s3tc", "etc2"],
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://art/vignette.png"
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dest_files=["res://.godot/imported/vignette.png-993dbe0a69e475ef62cba692d80d947d.s3tc.ctex", "res://.godot/imported/vignette.png-993dbe0a69e475ef62cba692d80d947d.etc2.ctex"]
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dest_files=["res://.godot/imported/vignette.png-993dbe0a69e475ef62cba692d80d947d.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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@@ -58,17 +58,17 @@ shader_parameter/saturation = 1.8
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[sub_resource type="ShaderMaterial" id="10"]
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shader = ExtResource("17")
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shader_parameter/depth = 0.005
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shader_parameter/frequency = 60.0
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shader_parameter/depth = 0.005
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[sub_resource type="ShaderMaterial" id="11"]
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shader = ExtResource("18")
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shader_parameter/base = Color(0.941176, 0.647059, 0.356863, 1)
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shader_parameter/flashing = 0.1
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shader_parameter/fps = 15.0
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shader_parameter/grain = ExtResource("19_mg7oc")
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shader_parameter/grain_strength = 0.5
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shader_parameter/fps = 15.0
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shader_parameter/stretch = 0.5
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shader_parameter/flashing = 0.1
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shader_parameter/grain = ExtResource("19_mg7oc")
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shader_parameter/vignette = ExtResource("7")
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[node name="ScreenShaders" type="Control"]
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@@ -1,11 +1,12 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform float brightness = 0.8;
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uniform float contrast = 1.5;
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uniform float saturation = 1.8;
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void fragment() {
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vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
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c.rgb = mix(vec3(0.0), c.rgb, brightness);
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c.rgb = mix(vec3(0.5), c.rgb, contrast);
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@@ -1,7 +1,8 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform float amount: hint_range(0.0, 5.0);
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void fragment() {
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COLOR.rgb = textureLod(SCREEN_TEXTURE, SCREEN_UV, amount).rgb;
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COLOR.rgb = textureLod(screen_texture, SCREEN_UV, amount).rgb;
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}
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@@ -1,7 +1,9 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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void fragment() {
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vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
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c = mod(c + vec3(0.5), vec3(1.0));
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COLOR.rgb = c;
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}
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@@ -1,5 +1,6 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform float frequency = 60;
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uniform float depth = 0.005;
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@@ -7,7 +8,7 @@ void fragment() {
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vec2 uv = SCREEN_UV;
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uv.x += sin(uv.y * frequency + TIME) * depth;
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uv.x = clamp(uv.x, 0.0, 1.0);
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vec3 c = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
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vec3 c = textureLod(screen_texture, uv, 0.0).rgb;
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COLOR.rgb = c;
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}
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@@ -1,7 +1,9 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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void fragment() {
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vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
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c = vec3(1.0) - c;
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COLOR.rgb = c;
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}
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@@ -1,6 +1,8 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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void fragment() {
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vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
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COLOR.rgb = normalize(c);
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}
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@@ -1,5 +1,6 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform vec4 base: source_color;
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uniform sampler2D grain;
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uniform float grain_strength = 0.3;
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@@ -14,7 +15,7 @@ float make_grain(float time, vec2 uv) {
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}
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void fragment() {
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vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
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//float v = max(c.r, max(c.g, c.b));
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float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
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@@ -1,5 +1,6 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform float size_x = 0.008;
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uniform float size_y = 0.008;
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@@ -7,5 +8,5 @@ void fragment() {
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vec2 uv = SCREEN_UV;
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uv -= mod(uv, vec2(size_x, size_y));
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COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
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COLOR.rgb = textureLod(screen_texture, uv, 0.0).rgb;
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}
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@@ -1,9 +1,10 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform vec4 base : source_color;
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void fragment() {
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vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
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vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
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float v = dot(c, vec3(0.33333, 0.33333, 0.33333));
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v = sqrt(v);
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COLOR.rgb = base.rgb * v;
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@@ -1,10 +1,11 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform sampler2D vignette;
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void fragment() {
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vec3 vignette_color = texture(vignette, UV).rgb;
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// Screen texture stores gaussian blurred copies on mipmaps.
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COLOR.rgb = textureLod(SCREEN_TEXTURE, SCREEN_UV, (1.0 - vignette_color.r) * 4.0).rgb;
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COLOR.rgb = textureLod(screen_texture, SCREEN_UV, (1.0 - vignette_color.r) * 4.0).rgb;
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COLOR.rgb *= texture(vignette, UV).rgb;
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}
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@@ -1,5 +1,6 @@
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform float rotation = 3.0;
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void fragment() {
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@@ -9,5 +10,5 @@ void fragment() {
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mat2 rot = mat2(vec2(cos(angle), -sin(angle)), vec2(sin(angle), cos(angle)));
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rel = rot * rel;
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uv = clamp(rel + vec2(0.5,0.5), vec2(0.0, 0.0), vec2(1.0, 1.0));
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COLOR.rgb = textureLod(SCREEN_TEXTURE, uv, 0.0).rgb;
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COLOR.rgb = textureLod(screen_texture, uv, 0.0).rgb;
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}
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