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Shaders/g_colourmodify#512900

<cat>shader</cat>⤶ <shader>⤶ <description>Allows modifying the coloring of the screenspace. A material with this shader exists at <page>Global.Material</page>( "pp/colour" ), which is used by <page>Global.DrawColorModify</page>.</description>⤶ <parameters>{{ShaderParameter|number|pp_colour_addr|The add color's red value. 0 (black) means no change.</parameters>⤶ ⤶ </shader>⤶ ⤶ ⤶ {{ShaderParameter|number|pp_colour_addg|The add color's green value. 0 (black) means no change.}}⤶ {{ShaderParameter|number|pp_colour_addb|The add color's blue value. 0 (black) means no change.}}⤶ {{ShaderParameter|number|pp_colour_brightness|This value will be added to every pixel's R, G, and B values. 0 means no change.}}⤶ {{ShaderParameter|number|pp_colour_colour|The saturation value. Setting this to 0 will turn the image to grey-scale. 1 means no change.}}⤶ {{ShaderParameter|number|pp_colour_contrast|Every pixel's R, G, and B values will each be multiplied by this number. 1 means no change.}}⤶ {{ShaderParameter|number|pp_colour_mulr|The multiply color's red value. 0 (black) means no change.}}⤶ {{ShaderParameter|number|pp_colour_mulg|The multiply color's green value. 0 (black) means no change.}}⤶ {{ShaderParameter|number|pp_colour_mulb|The multiply color's blue value. 0 (black) means no change.}}⤶ {{ShaderParameter|ITexture|fbtexture|The texture to apply the color modifications to. It is expected, but not required, that the material will be drawn onto this texture.⤶ ⤶ "fbtexture" most likely stands for "frame buffer texture", but this works with any texture, including <page>render.GetSuperFPTex</page>.}}⤶ }}