SupaLidlGame/Shaders/Grayscale.gdshader

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shader_type canvas_item;
uniform float grayscale_intensity : hint_range(0.0, 1.0) = 0.0;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
void fragment() {
vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV);
float average = (color.r + color.g + color.b) / 3.0;
COLOR = vec4(vec3(average), grayscale_intensity);
}