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(+1)

It actually works fine with some minor tweaks. 

  1. First create a second TextureRect node.
  2. change its texture to "CanvasTexture".
  3. under "Ordering" increase it's Z index to 1.
  4. change it's material to your shader and drop the shader code onto it. 
  5. Then near the top of the shader code add this line:
    1. uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;

and viola:

 

(+1)

Sorry I forgot to respond, but yes! I actually ended up coming to this solution on my own previously. I basically ran into the issue I described with almost any shader (4.x or not) I used unless I applied it to a texture-rect sitting over the one with the actual GB rom.