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hella-farm/postprocessing/postprocess.gdshader

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shader_type canvas_item;
uniform float intensity = 0.1;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
float color = round(fract(UV * 360.0).y);
vec4 tex = texture(screen_texture, SCREEN_UV);
COLOR = tex * (1.0 - intensity) + (tex * color * intensity);
}