shader_type canvas_item; uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; uniform float size_x = 0.008; uniform float size_y = 0.008; void fragment() { vec2 uv = SCREEN_UV; uv -= mod(uv, vec2(size_x, size_y)); COLOR.rgb = textureLod(screen_texture, uv, 0.0).rgb; }