init
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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 lod: hint_range(0.0, 5) = 0.0;
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void fragment(){
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vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV, lod);
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COLOR = color;
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}
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