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+.. _doc_custom_postprocessing:
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+Custom post-processing
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+======================
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+
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+Introduction
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+------------
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+
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+Godot provides many post-processing effects out of the box including, Bloom, DOF, and SSAO.
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+Sometimes you will want to write your own post-processing effect. This can be done easily
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+in Godot by rendering your scene into a :ref:`Viewport <class_Viewport>` and then rendering the
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+:ref:`Viewport's <class_Viewport>` :ref:`texture <class_ViewportTexture>` to a full screen quad.
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+
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+.. note:: At the time of writing Godot does not support rendering to multiple buffers at the same
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+ time so the post-processing shader will not have access to normals, or anything else.
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+ You only have access to the fullscreen color texture.
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+
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+Screen reading shaders
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+----------------------
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+
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+Before starting, a brief note on screen reading shaders is in order.
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+
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+The easiest way to do a custom post-processing shader is to use Godot's built-in ability to read
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+from the screen texture. In order to take advantage of this you simply render an object over the
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+entire scene (a sprite in 2D or a quad in 3D). And use ``texture(SCREEN_TEXTURE, SCREEN_UV)``
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+in the shader. Multi-pass post-processing shaders can even be used with a
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+:ref:`BackBufferCopy <class_BackBufferCopy>` node. For more information on how do to this see the
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+:ref:`Screen Reading Shaders Tutorial <doc_screen-reading_shaders>`.
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+
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+Single pass
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+-----------
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+
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+The primary benefit to using a :ref:`Viewport <class_Viewport>` is that you have full control over
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+the rendering of the scene (including how frequently to update it) and you can take advantage of
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+using the :ref:`ViewportContainer <class_ViewportContainer>` to render 3D objects within a 2D root scene.
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+
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+First we need a :ref:`Viewport <class_Viewport>` to render our scene to. Then we need a scene that can
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+render our :ref:`Viewport <class_Viewport>`. This can either be a 2D or 3D scene. The benefit
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+of a 2D scene is it is easy to set up a fullscreen :ref:`ViewportContainer <class_ViewportContainer>`
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+to display our :ref:`Viewport <class_Viewport>`.
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+
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+For this demo let's use a :ref:`Node2D <class_Node2D>` with a
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+:ref:`ViewportContainer <class_ViewportContainer>` and finally a :ref:`Viewport <class_Viewport>`.
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+
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+Your hierarchy should look like this:
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+
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+.. image:: img/post_hierarchy1.png
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+
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+Inside the :ref:`Viewport <class_Viewport>` you can have whatever you want. This will contain
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+your main scene. For this tutorial we will use a field of random boxes.
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+
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+.. image:: img/post_boxes.png
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+
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+In order to take advantage of the :ref:`Viewport <class_Viewport>`, attach a material to the
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+:ref:`ViewportContainer <class_ViewportContainer>`.
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+
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+The benefit of using the :ref:`ViewportContainer <class_ViewportContainer>` is that the
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+:ref:`Viewport <class_Viewport>` can be accessed easily in the shader with the built-in
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+``TEXTURE`` uniform. You can choose not to use a :ref:`ViewportContainer <class_ViewportContainer>`,
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+but if you do so you will need to create your own uniform in the shader and pass the
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+:ref:`Viewport <class_Viewport>` texture in manually. To do so, add a uniform to the shader you use.
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+
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+::
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+
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+ //In Godot Shader
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+ uniform sampler2D ViewportTexture;
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+
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+And you can pass the texture into the shader from GDScript like so:
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+
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+::
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+
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+ #In Gdscript
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+ func _ready():
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+ $Sprite.material.set_shader_param("ViewportTexture", $Viewport.get_texture())
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+
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+Now, assuming you are using a :ref:`ViewportContainer <class_ViewportContainer>`, add a
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+:ref:`ShaderMaterial <class_ShaderMaterial>` to the :ref:`ViewportContainer <class_ViewportContainer>`
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+and add the following code.
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+
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+::
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+
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+ shader_type canvas_item;
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+
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+ void fragment() {
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+ vec3 col = -8.0 * texture(TEXTURE, SCREEN_UV).xyz;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz;
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+ col += texture(TEXTURE, SCREEN_UV + SCREEN_PIXEL_SIZE.xy).xyz;
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+ col += texture(TEXTURE, SCREEN_UV + SCREEN_PIXEL_SIZE.xy).xyz;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, SCREEN_PIXEL_SIZE.y)).xyz;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, -SCREEN_PIXEL_SIZE.y)).xyz;
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+ COLOR.xyz = col;
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+ }
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+
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+The above code is for a single pass edge detection filter in this case we are using a
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+`Sobel filter <https://en.wikipedia.org/wiki/Sobel_operator>`_. It reads pixels from a screen in a
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+9x9 grid around the current pixel and adds them together. What makes it interesting is that
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+it assigns weights to each pixel; +1 for each of the eight around the center and -8 for the
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+center pixel. The choice of weights is called a "kernel". You can use different kernels to
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+achieve all kinds of different effects.
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+
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+.. image:: img/post_outline.png
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+
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+Multi-pass
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+----------
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+
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+Multi-pass post-processing is useful for effects like blur which can be made significantly
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+faster if done in two passes or for other effects that require the output of the previous
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+stage of post-processing. It is done using the same method as single-pass post-processing
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+with the added complication that you need to be aware of the order in which the
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+:ref:`Viewports <class_Viewport>` are rendered.
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+
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+In order to make a multi-pass post-processing shader you stack :ref:`Viewports <class_Viewport>`.
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+In the example above you rendered the contents of one :ref:`Viewport <class_Viewport>` into
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+the root :ref:`Viewport <class_Viewport>` with a :ref:`ViewportContainer <class_ViewportContainer>`.
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+You can do the same thing for a multi-pass shader. Just render the contents of one
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+:ref:`Viewport <class_Viewport>` into another and then render the contents of that
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+:ref:`Viewport <class_Viewport>` into the root :ref:`Viewport <class_Viewport>`.
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+
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+Your scene hierarchy should look something like this
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+
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+.. image:: img/post_hierarchy2.png
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+
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+Godot will render the child :ref:`Viewport <class_Viewport>` first, so if the order matters for
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+your shaders make sure that you assign the material you want used first to the lowest
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+:ref:`ViewportContainer <class_ViewportContainer>` in the tree.
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+
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+.. note:: You can also render your Viewports seperately without nesting them like this. You just
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+ need to use two Viewports and render them in the proper order.
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+
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+Everything else is the same as with the single-pass post-processing shader.
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+
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+As an example, you could write a full screen Gaussian blur effect by attaching the following
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+pieces of code to each of the :ref:`ViewportContainers <class_ViewportContainer>`. For this
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+example, order does not matter.
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+
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+::
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+
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+ shader_type canvas_item;
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+
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+ //Blurs the screen in the X-direction
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+ void fragment() {
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+ vec3 col = texture(TEXTURE, SCREEN_UV).xyz * 0.16;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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+ COLOR.xyz = col;
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+ }
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+
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+::
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+
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+ shader_type canvas_item;
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+
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+ //Blurs the screen in the Y-direction
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+ void fragment() {
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+ vec3 col = texture(TEXTURE, SCREEN_UV).xyz * 0.16;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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+ col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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+ COLOR.xyz = col;
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+ }
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+
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+Using the above code you should end up with a full screen blur effect like below.
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+
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+.. image:: img/post_blur.png
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+
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+For more information on how :ref:`Viewports <class_Viewport>` work see the :ref:`Viewports Tutorial <doc_viewports>`.
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