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- shader_type canvas_item;
- uniform float brightness = 0.8;
- uniform float contrast = 1.5;
- uniform float saturation = 1.8;
- void fragment() {
- vec3 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;
- c.rgb = mix(vec3(0.0), c.rgb, brightness);
- c.rgb = mix(vec3(0.5), c.rgb, contrast);
- c.rgb = mix(vec3(dot(vec3(1.0), c.rgb) * 0.33333), c.rgb, saturation);
- COLOR.rgb = c;
- }
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