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- /*
- ** Invert RGBA
- ** (c)2013 Marian Weger
- */
- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2DRect tex0;
- uniform vec4 invert;
- void main(void)
- {
- vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
- vec4 color_old = texture2DRect(tex0, vec2(pos.x, pos.y));
- vec4 color_new = color_old;
- if(invert.r == 1.0)
- {
- color_new.r = 1.0 - color_old.r;
- }
- if(invert.g == 1.0)
- {
- color_new.g = 1.0 - color_old.g;
- }
- if(invert.b == 1.0)
- {
- color_new.b = 1.0 - color_old.b;
- }
- if(invert.a == 1.0)
- {
- color_new.a = 1.0 - color_old.a;
- }
- gl_FragColor = color_new;
- }
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