road-rage-tank/levels/greyscale.gdshader

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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.
//}