I made a retro pixelation shader that is just a camera filter to bitcrush the color, and reduce the pixel count in front of the camera. It's applied as a mesh insatance in front of the camera. Then I made a simple visual shader for water, super simple just a just a fragment shader with 2 scrolling noise textures. Both run fine on there own, but when in the same scene, they bug out and either don't show the water, or show the water but throw the camera around. I am very new to shaders (and godot for that matter) and I can't figure out what i'm doing wrong. I've included a clip of whats happening on my youtube. Any help, even if it's just telling me this is user error will be appreciated.
Screen texture is captured after the opaque rendering pass and before the transparent pass. Since the water presumably renders in the transparent pass - it won’t be rendered into the screen texture.