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Merge pull request #1795 from GDquest/post-processing-tut-proofing
Proofed the custom_postprocessing tutorial
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.. _doc_custom_postprocessing:
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Custom post-processing
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Custom post-processing
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======================
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Introduction
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------------
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Godot provides many post-processing effects out of the box including, Bloom, DOF, and SSAO.
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Sometimes you will want to write your own post-processing effect. This can be done easily
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in Godot by rendering your scene into a :ref:`Viewport <class_Viewport>` and then rendering the
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:ref:`Viewport's <class_Viewport>` :ref:`texture <class_ViewportTexture>` to a full screen quad.
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Godot provides many post-processing effects out of the box including, Bloom, DOF, and SSAO. Sometimes you
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want to write your own custom effect. Here's how you can do so.
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.. note:: At the time of writing Godot does not support rendering to multiple buffers at the same
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time so the post-processing shader will not have access to normals, or anything else.
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You only have access to the fullscreen color texture.
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Post-processing effects are shaders applied to a frame after Godot rendered it. You first want to render
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your scene into a :ref:`Viewport <class_Viewport>`, then render the ``Viewport``
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inside a :ref:`ViewportTexture <class_ViewportTexture>` and show it on the screen.
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Screen reading shaders
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----------------------
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The easiest way to implement a custom post-processing shader is to use Godot's built-in ability to read from
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the screen texture. If you're not familiar with this, you should read the :ref:`Screen Reading Shaders
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Tutorial <doc_screen-reading_shaders>` first.
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Before starting, a brief note on screen reading shaders is in order.
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.. note::
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The easiest way to do a custom post-processing shader is to use Godot's built-in ability to read
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from the screen texture. In order to take advantage of this you simply render an object over the
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entire scene (a sprite in 2D or a quad in 3D). And use ``texture(SCREEN_TEXTURE, SCREEN_UV)``
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in the shader. Multi-pass post-processing shaders can even be used with a
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:ref:`BackBufferCopy <class_BackBufferCopy>` node. For more information on how do to this see the
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:ref:`Screen Reading Shaders Tutorial <doc_screen-reading_shaders>`.
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At the time of writing Godot does not support rendering to multiple buffers at the same time. Your
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post-processing shader will not have access to normals or other render passes. You only have
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access to the rendered frame.
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Single pass
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-----------
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Single pass post-processing
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---------------------------
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The primary benefit to using a :ref:`Viewport <class_Viewport>` is that you have full control over
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the rendering of the scene (including how frequently to update it) and you can take advantage of
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using the :ref:`ViewportContainer <class_ViewportContainer>` to render 3D objects within a 2D root scene.
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You will need a ``Viewport`` to render your scene to, and a scene to render your
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``Viewport`` on the screen. You can use a :ref:`ViewportContainer
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<class_ViewportContainer>` to display your ``Viewport`` on the entire screen or inside
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another :ref:`Control <class_Control>` node.
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First we need a :ref:`Viewport <class_Viewport>` to render our scene to. Then we need a scene that can
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render our :ref:`Viewport <class_Viewport>`. This can either be a 2D or 3D scene. The benefit
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of a 2D scene is it is easy to set up a fullscreen :ref:`ViewportContainer <class_ViewportContainer>`
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to display our :ref:`Viewport <class_Viewport>`.
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.. note::
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For this demo let's use a :ref:`Node2D <class_Node2D>` with a
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:ref:`ViewportContainer <class_ViewportContainer>` and finally a :ref:`Viewport <class_Viewport>`.
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Rendering using a ``Viewport`` gives you control over the
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how the scene render, including the framerate, and you can use the
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``ViewportContainer`` to render 3D objects in a 2D scene.
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Your hierarchy should look like this:
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For this demo we will use a :ref:`Node2D <class_Node2D>` with a ``ViewportContainer`` and finally a
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``Viewport``. Your Node tab should look like this:
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.. image:: img/post_hierarchy1.png
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Inside the :ref:`Viewport <class_Viewport>` you can have whatever you want. This will contain
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your main scene. For this tutorial we will use a field of random boxes.
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Inside the ``Viewport`` you can have whatever you want. This will contain
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your main scene. For this tutorial we will use a field of random boxes:
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.. image:: img/post_boxes.png
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In order to take advantage of the :ref:`Viewport <class_Viewport>`, attach a material to the
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:ref:`ViewportContainer <class_ViewportContainer>`.
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Add a new a :ref:`ShaderMaterial <class_ShaderMaterial>` to the ``ViewportContainer``, and assign a new
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shader resource to it. You can access your rendered ``Viewport`` with the built-in ``TEXTURE`` uniform.
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The benefit of using the :ref:`ViewportContainer <class_ViewportContainer>` is that the
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:ref:`Viewport <class_Viewport>` can be accessed easily in the shader with the built-in
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``TEXTURE`` uniform. You can choose not to use a :ref:`ViewportContainer <class_ViewportContainer>`,
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but if you do so you will need to create your own uniform in the shader and pass the
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:ref:`Viewport <class_Viewport>` texture in manually. To do so, add a uniform to the shader you use.
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.. note::
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::
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You can choose not to use a ``ViewportContainer``, but if you do so you will
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need to create your own uniform in the shader and pass the ``Viewport`` texture in
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manually, like so:
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//In Godot Shader
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uniform sampler2D ViewportTexture;
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::
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And you can pass the texture into the shader from GDScript like so:
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// Inside the Shader
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uniform sampler2D ViewportTexture;
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::
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And you can pass the texture into the shader from GDScript like so:
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#In Gdscript
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func _ready():
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$Sprite.material.set_shader_param("ViewportTexture", $Viewport.get_texture())
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::
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Now, assuming you are using a :ref:`ViewportContainer <class_ViewportContainer>`, add a
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:ref:`ShaderMaterial <class_ShaderMaterial>` to the :ref:`ViewportContainer <class_ViewportContainer>`
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and add the following code.
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# In GDScript
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func _ready():
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$Sprite.material.set_shader_param("ViewportTexture", $Viewport.get_texture())
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Copy the following code to your shader. The above code is a single pass edge detection filter, a
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`Sobel filter <https://en.wikipedia.org/wiki/Sobel_operator>`_.
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::
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@@ -94,52 +89,50 @@ and add the following code.
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COLOR.xyz = col;
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}
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The above code is for a single pass edge detection filter in this case we are using a
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`Sobel filter <https://en.wikipedia.org/wiki/Sobel_operator>`_. It reads pixels from a screen in a
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9x9 grid around the current pixel and adds them together. What makes it interesting is that
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it assigns weights to each pixel; +1 for each of the eight around the center and -8 for the
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center pixel. The choice of weights is called a "kernel". You can use different kernels to
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achieve all kinds of different effects.
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.. note::
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.. image:: img/post_outline.png
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The Sobel filter reads pixels in a 9x9 grid around the current pixel and adds them together, using weight.
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What makes it interesting is that it assigns weights to each pixel; +1 for each of the eight around the
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center and -8 for the center pixel. The choice of weights is called a "kernel". You can use different
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kernels to create edge detection filters, outlines, and all sorts of effects.
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Multi-pass
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----------
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.. image:: img/post_outline.png
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Multi-pass post-processing is useful for effects like blur which can be made significantly
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faster if done in two passes or for other effects that require the output of the previous
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stage of post-processing. It is done using the same method as single-pass post-processing
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with the added complication that you need to be aware of the order in which the
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:ref:`Viewports <class_Viewport>` are rendered.
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Multi-pass post-processing
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--------------------------
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In order to make a multi-pass post-processing shader you stack :ref:`Viewports <class_Viewport>`.
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In the example above you rendered the contents of one :ref:`Viewport <class_Viewport>` into
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the root :ref:`Viewport <class_Viewport>` with a :ref:`ViewportContainer <class_ViewportContainer>`.
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You can do the same thing for a multi-pass shader. Just render the contents of one
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:ref:`Viewport <class_Viewport>` into another and then render the contents of that
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:ref:`Viewport <class_Viewport>` into the root :ref:`Viewport <class_Viewport>`.
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Some post-processing effects like blur are resource intensive. If you break them down in multiple passes
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however, you can make them run a lot faster. In a multipass material, each pass takes the result from the
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previous pass as an input and processes it.
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Your scene hierarchy should look something like this
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To make a multi-pass post-processing shader, you stack ``Viewport`` nodes. In the example above you
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rendered the content of one ``Viewport`` object into the root ``Viewport``, through a ``ViewportContainer``
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node. You can do the same thing for a multi-pass shader by rendering the content of one ``Viewport`` into
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another and then rendering the last ``Viewport`` into the root ``Viewport``.
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Your scene hierarchy will look something like this:
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.. image:: img/post_hierarchy2.png
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Godot will render the child :ref:`Viewport <class_Viewport>` first, so if the order matters for
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your shaders make sure that you assign the material you want used first to the lowest
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:ref:`ViewportContainer <class_ViewportContainer>` in the tree.
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Godot will render the bottom ``Viewport`` node first. So if the order of the passes matters for your
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shaders, make sure that you assign the shader you want to apply first to the lowest ``ViewportContainer`` in
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the tree.
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.. note:: You can also render your Viewports seperately without nesting them like this. You just
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need to use two Viewports and render them in the proper order.
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.. note::
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Everything else is the same as with the single-pass post-processing shader.
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You can also render your Viewports seperately without nesting them like this. You just
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need to use two Viewports and to render them one after the other.
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As an example, you could write a full screen Gaussian blur effect by attaching the following
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pieces of code to each of the :ref:`ViewportContainers <class_ViewportContainer>`. For this
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example, order does not matter.
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Besides the node structure, the steps are the the same as with the single-pass post-processing shader.
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As an example, you could write a full screen Gaussian blur effect by attaching the following pieces of code
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to each of the :ref:`ViewportContainers <class_ViewportContainer>`. The order in which you apply the shaders
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does not matter:
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::
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shader_type canvas_item;
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//Blurs the screen in the X-direction
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void fragment() {
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vec3 col = texture(TEXTURE, SCREEN_UV).xyz * 0.16;
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@@ -155,9 +148,9 @@ example, order does not matter.
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}
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::
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shader_type canvas_item;
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//Blurs the screen in the Y-direction
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void fragment() {
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vec3 col = texture(TEXTURE, SCREEN_UV).xyz * 0.16;
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@@ -176,4 +169,4 @@ Using the above code you should end up with a full screen blur effect like below
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.. image:: img/post_blur.png
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For more information on how :ref:`Viewports <class_Viewport>` work see the :ref:`Viewports Tutorial <doc_viewports>`.
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For more information on how ``Viewport`` nodes work see the :ref:`Viewports Tutorial <doc_viewports>`.
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