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Shaders/g_colourmodify#520138

<cat>shader</cat> <title>g_colourmodify</title>⤶ <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> <item name="pp_colour_addr" type="number">The add color's red value. 0 (black) means no change.</item> <item name="pp_colour_addg" type="number">The add color's green value. 0 (black) means no change.</item> <item name="pp_colour_addb" type="number">The add color's blue value. 0 (black) means no change.</item> <item name="pp_colour_brightness" type="number">This value will be added to every pixel's R, G, and B values. 0 means no change.</item> <item name="pp_colour_colour" type="number">The saturation value. Setting this to 0 will turn the image to grey-scale. 1 means no change.</item> <item name="pp_colour_contrast" type="number">Every pixel's R, G, and B values will each be multiplied by this number. 1 means no change.</item> <item name="pp_colour_mulr" type="number">The multiply color's red value. 0 (black) means no change.</item> <item name="pp_colour_mulg" type="number">The multiply color's green value. 0 (black) means no change.</item> <item name="pp_colour_mulb" type="number">The multiply color's blue value. 0 (black) means no change.</item> <item name="fbtexture" type="ITexture">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>.</item> </parameters> </shader>