Tested versions
Godot v4.4.stable
System information
Godot v4.4.stable - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 32.0.101.5768) - 13th Gen Intel(R) Core(TM) i7-1355U (12 threads)
Issue description
shader_type canvas_item;
uniform sampler2D screen_texture: hint_screen_texture, filter_nearest;
void fragment() {
COLOR = texture(screen_texture, SCREEN_UV + cos(TIME)/SCREEN_UV.y/20.0);
}
The following shader behaves differently between compatibility and forward+

Compatibility: Color blending, screen texture not nearest filter.

Forward+: No Color blending, screen texture is nearest filter.
Steps to reproduce
Use a screen reading texture on compatibility renderer, have the texture distort.
Minimal reproduction project (MRP)
example.zip
I used zoomed in pixel art for the example, at 1x scale pixel art is much worse.

Tested versions
Godot v4.4.stable
System information
Godot v4.4.stable - Windows 11 (build 26100) - Multi-window, 2 monitors - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 32.0.101.5768) - 13th Gen Intel(R) Core(TM) i7-1355U (12 threads)
Issue description
The following shader behaves differently between compatibility and forward+
Compatibility: Color blending, screen texture not nearest filter.
Forward+: No Color blending, screen texture is nearest filter.
Steps to reproduce
Use a screen reading texture on compatibility renderer, have the texture distort.
Minimal reproduction project (MRP)
example.zip
I used zoomed in pixel art for the example, at 1x scale pixel art is much worse.