init
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shader_type canvas_item;
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render_mode blend_disabled;
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uniform sampler2D screen_texture : hint_screen_texture, filter_nearest;
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uniform float pixel_size : hint_range(0.1, 1000.0) = 1.0;
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void fragment() {
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vec2 pixel_scale = SCREEN_PIXEL_SIZE * pixel_size;
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vec2 pixel_uv = floor(SCREEN_UV / pixel_scale) * pixel_scale;
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COLOR = texture(screen_texture, pixel_uv);
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}
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