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2026-07-13 10:04:40 UTC
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Rie on Nostr: nprofile1q…anuu0 It's not something you can easily play around with in a GDShader ...

It's not something you can easily play around with in a GDShader sadly because bloom depends on lower level shenanigans with multiple textures that are read and written in a chain, but you can hack the relevant glsl in the engine source code and recompile. It _should_ be a small change, if it's the same basic algorithm there is a radius somewhere in the upsampling step that offsets the UV, it should be made independent of pixel size