Post Game jam commit
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30
shaders/post_processing.gdshader
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30
shaders/post_processing.gdshader
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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uniform float brightness : hint_range(0.0, 2.0) = 1.0;
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uniform float contrast : hint_range(0.0, 2.0) = 1.0;
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uniform float saturation : hint_range(0.0, 2.0) = 1.0;
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void fragment() {
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// 1. Get the screen color
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vec4 tex_color = textureLod(screen_texture, SCREEN_UV, 0.0);
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vec3 color = tex_color.rgb;
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// 2. Adjust Brightness
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// Simply multiply by the brightness factor
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color *= brightness;
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// 3. Adjust Contrast
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// Interpolate between a neutral gray (0.5) and the current color
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color = mix(vec3(0.5), color, contrast);
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// 4. Adjust Saturation
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// Calculate grayscale (luminance) using standard weights
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float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
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vec3 grayscale = vec3(luminance);
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// Interpolate between grayscale and color
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color = mix(grayscale, color, saturation);
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COLOR = vec4(color, tex_color.a);
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}
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