Why is blur shader not blurring sky?

Godot Version

v4.2.2.stable.official [15073afe3]

Question

Why does this 2d shader (applied to ColorRec) only blur things under the skybox?

shader_type canvas_item;

uniform float lod: hint_range(0.0, 5) = 0.0;
uniform vec4 tint_color : source_color = vec4(1.0,1.0,1.0,1.0);

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;

void fragment(){
	vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV, lod);
	COLOR = color - tint_color;
}

Here’s a screenshot of the madness (ignore the stupid graphics)


I wonder if the canvas shader is not the right way to go.

There are camera attributes that could maybe do a blur effect.

Or if you really want the shader route you may need a spatial shader.

My guess is that since the sky box distance is infinite, the screen space isn’t capturing that portion of the screen in the texture. Maybe the alpha of the color is 0 or something.

I just wanted to blur behind the pause menu lol, I’ll look at those docs when I’m done with school, Thanks