I'm trying to create a fragment shader that applies an effect to a portion of the screen. In order to be able to correctly apply the effect I would need to know the range that SCREEN_UV covers. I found a, sadly unanswered, question on godot question that describes exactly what I would need.
My setup is just a simple sprite with a Shader material on it.
So is there a way to obtain the range (minimum and maximum values that SCREEN_UV covers) directly in the shader?
If no can you point me to some example godot code to obtain it from gdscript?