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2026-07-26 01:01:08 +02:00
commit 787cefefd5
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shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable;
uniform float saturation : hint_range(0.0, 1.0) = 1.0; // 0 = grayscale, 1 = full color
void fragment() {
vec4 tex = texture(screen_texture, SCREEN_UV);
float gray = dot(tex.rgb, vec3(0.299, 0.587, 0.114)); // luminance weights
vec3 result = mix(vec3(gray), tex.rgb, saturation);
COLOR = vec4(result, tex.a);
}