shader_type canvas_item; uniform float lod:hint_range(0.0, 5.0) = 0.0; uniform vec4 modulate:source_color = vec4(1.0); uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap; void fragment() { vec3 col = textureLod(screen_texture, SCREEN_UV, lod).rgb; COLOR = vec4(mix(col, modulate.rgb, modulate.a), 1.0); }