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- shader_type canvas_item;
- uniform float radius = 0.0;
- void fragment() {
- vec4 col = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
- vec2 ps = TEXTURE_PIXEL_SIZE;
- col += textureLod(SCREEN_TEXTURE, SCREEN_UV + vec2(-radius, -radius) * ps, 0.0);
- col += textureLod(SCREEN_TEXTURE, SCREEN_UV + vec2(0.0, -radius) * ps, 0.0);
- col += textureLod(SCREEN_TEXTURE, SCREEN_UV + vec2(radius, -radius) * ps, 0.0);
- col += textureLod(SCREEN_TEXTURE,SCREEN_UV + vec2(-radius, 0.0) * ps, 0.0);
- col += textureLod(SCREEN_TEXTURE,SCREEN_UV + vec2(0.0, 0.0) * ps, 0.0);
- col += textureLod(SCREEN_TEXTURE,SCREEN_UV + vec2(radius, 0.0) * ps, 0.0);
- col += textureLod(SCREEN_TEXTURE,SCREEN_UV + vec2(-radius, radius) * ps, 0.0);
- col += textureLod(SCREEN_TEXTURE,SCREEN_UV + vec2(0.0, radius) * ps, 0.0);
- col += textureLod(SCREEN_TEXTURE,SCREEN_UV + vec2(radius, radius) * ps, 0.0);
- col /= 9.0;
- COLOR = col;
- }
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