/* Binary threshold shader */ shader_type canvas_item; uniform vec4 color_low: source_color = vec4(0.0, 0.0, 0.0, 1.0); uniform vec4 color_hi: source_color = vec4(1.0, 1.0, 1.0, 1.0); uniform float threshold: hint_range(0.0, 1.0) = 0.5; uniform float contrast: hint_range(0.0, 1.0) = 1.0; uniform float offset: hint_range(-1.0, 1.0) = 0.0; void fragment() { vec3 screen_col = texture(TEXTURE, UV).rgb; // calculate pixel luminosity float luminosity = (screen_col.r * 0.299) + (screen_col.g * 0.587) + (screen_col.b * 0.114); // adjust contrast & offset luminosity = clamp((luminosity - 0.5 + offset) * contrast + 0.5, 0.0, 1.0); COLOR.rgba = luminosity > threshold ? color_hi : color_low; }