shader_type canvas_item; uniform sampler2D screen: hint_screen_texture, repeat_disable, filter_nearest; uniform int radius = 16; void fragment() { float u = SCREEN_UV.x; float v = SCREEN_UV.y; COLOR.rgb = texture(screen, vec2(u, v)).rgb; // This is affected by editor zoom! COLOR.r += texture(screen, vec2(u + (SCREEN_PIXEL_SIZE.x * 4.0), v + (SCREEN_PIXEL_SIZE.y * 4.0))).r; }