shader_type canvas_item;
render_mode unshaded;

uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
uniform vec4 blend_color : source_color;
uniform float amount : hint_range(0,1,0.01);

void fragment() {
	vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);

	if (c.a > 0.0001) {
		c.rgb /= c.a;
	}

	COLOR *= mix(c,blend_color * c.a,amount);
}