shader_type canvas_item; uniform float effect_amount: hint_range(0, 1) = 0.0; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; void fragment() { vec4 c = texture(screen_texture, SCREEN_UV); float y = 0.2126 * c.r + 0.7152 * c.g + 0.0722 * c.b; COLOR.rgb = mix(c.rgb, vec3(y), effect_amount); } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}