shader_type canvas_item; uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; uniform float brightness = 0.8; uniform float contrast = 1.5; uniform float saturation = 1.8; void fragment() { vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb; c.rgb = mix(vec3(0.0), c.rgb, brightness); c.rgb = mix(vec3(0.5), c.rgb, contrast); c.rgb = mix(vec3(dot(vec3(1.0), c.rgb) * 0.33333), c.rgb, saturation); COLOR.rgb = c; }