Rie on Nostr: nprofile1q…anuu0 It's not something you can easily play around with in a GDShader ...
nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpq5gvwyvvddua95aznlkp4j090vk9c80rm7xh6lyk52smr775csehqaanuu0 (nprofile…nuu0) 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