shader_type canvas_item; uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; uniform vec4 base : source_color; void fragment() { vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb; float v = dot(c, vec3(0.33333, 0.33333, 0.33333)); v = sqrt(v); COLOR.rgb = base.rgb * v; }