Quick answer: Declare a sampler2D uniform with hint_screen_texture and sample it with SCREEN_UV, which tells Godot 4 to capture the back buffer for that draw.
Godot 4 replaced the global SCREEN_TEXTURE with a hinted uniform. Without that hint the renderer never copies the framebuffer, so your refraction or distortion shader samples nothing. Here is how to fix it.
How to fix it
1. Declare the hinted uniform
Add uniform sampler2D screen_tex : hint_screen_texture, filter_linear_mipmap; so Godot knows to provide a copy of the rendered screen.
2. Sample with SCREEN_UV
Read it with texture(screen_tex, SCREEN_UV + distortion); using the wrong UV (like the mesh UV) gives a misaligned or empty result.
3. Render in transparent order
Ensure the material is not rendered before the geometry behind it; the screen copy reflects what was drawn earlier in the frame, so opaque-pass timing matters.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.