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- shader_type canvas_item;
- uniform float radius = 0.009;
- float rand(vec2 co){
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453)*radius;
- }
- void fragment() {
-
-
- vec3 col = vec3(0);
-
- for (int i = 0; i < 10; i++) {
- col+=texture(SCREEN_TEXTURE,SCREEN_UV+vec2(rand(SCREEN_UV+vec2(0,TIME-float(i))),rand(SCREEN_UV+vec2(0,TIME-float(i)-1200.0)))).rgb
- }
- col/=10.0;
- COLOR.rgb=col;
- }
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