claude godot 4 port
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shader_type canvas_item;
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uniform float transition : hint_range(0.0, 1.0) = 0.0;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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void fragment() {
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vec4 c = texture(screen_texture, SCREEN_UV);
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vec3 inverted = vec3(1.0) - c.rgb;
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COLOR.rgb = mix(c.rgb, inverted, vec3(transition));
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}
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