Adding resources
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58
shaders/monochrome.gdshader
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58
shaders/monochrome.gdshader
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shader_type canvas_item;
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render_mode blend_mix;
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uniform float brightness : hint_range(-1, 1) = 0;
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uniform float contrast : hint_range(0, 3) = 1.0;
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uniform float saturation : hint_range(0, 3) = 1.0;
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uniform float redVal : hint_range(0, 1) = 1.0;
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uniform float greenVal : hint_range(0, 1) = 1.0;
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uniform float blueVal : hint_range(0, 1) = 1.0;
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uniform vec4 tint_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform float tint_effect_factor : hint_range(0, 1) = 0.0;
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//---------------------------------------------
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//CONTRAST
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//---------------------------------------------
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mat4 contrastMatrix( float _contrast ){
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float t = ( 1.0 - _contrast ) / 2.0;
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return mat4(
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vec4(_contrast, 0, 0, 0),
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vec4(0, _contrast, 0, 0),
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vec4(0, 0, _contrast, 0),
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vec4(t, t, t, 1));
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}
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//---------------------------------------------
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//BRIGHTNESS
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//---------------------------------------------
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mat4 brightnessMatrix( float _brightness ){
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return mat4( vec4(1, 0, 0, 0),
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vec4(0, 1, 0, 0),
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vec4(0, 0, 1, 0),
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vec4(_brightness, _brightness, _brightness, 1));
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}
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//---------------------------------------------
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//SATURATION
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//---------------------------------------------
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mat4 saturationMatrix( float _saturation ){
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vec3 luminance = vec3( 0.3086, 0.6094, 0.0820 );
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float oneMinusSat = 1.0 - _saturation;
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vec3 red = vec3( luminance.x * oneMinusSat );
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red+= vec3(_saturation, 0, 0)*redVal;
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vec3 green = vec3( luminance.y * oneMinusSat );
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green += vec3( 0,_saturation, 0 )*greenVal;
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vec3 blue = vec3( luminance.z * oneMinusSat );
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blue += vec3( 0, 0,_saturation )*blueVal;
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return mat4(vec4(red, 0),vec4(green,0),vec4(blue,0),vec4(0, 0, 0, 1));
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}
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//---------------------------------------------
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//fragment
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//---------------------------------------------
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void fragment() {
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vec4 c = texture(TEXTURE, UV);
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vec4 c2 = c * tint_color;
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COLOR = brightnessMatrix( brightness ) * contrastMatrix( contrast ) *saturationMatrix( saturation ) * mix(c, c2, tint_effect_factor);
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}
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