Hey Friends!
I'm currently trying to convert this really basic blur shader to Godot 4.
I've been scratching my head on why it's wrong, but I'm also pretty terrible at shaders.
If anyone has any thoughts, it would be much apricated!
shader_type canvas_item;
uniform float blur_amount : hint_range(0, 5);
void fragment() {
COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount);
}