Welcome back! This is part two of my series detailing the step-by-step creation of a night-vision-style fragment shader. You can check out part one here if you haven’t yet. We’ll be building on the code from previous article, but it’s not very complicated at this point.
Let’s add some code to crank up the contrast. As an added bonus, we’ll add a flag to pick green or grayscale rendering, to give us some options when defining the look of our games.