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shader_type canvas_item; uniform float saturation: hint_range(0.0, 1.0) = 0.0; void fragment() { vec4 tex_color = texture(TEXTURE, (UV)); COLOR.rgb = mix(vec3(dot(tex_color.rgb, vec3(0.299, 0.587, 0.114))), tex_color.rgb, saturation); // magic numbers COLOR.a = tex_color.a; }