Files
oak-editor/effects/effects/invert.frag
T

16 lines
465 B
GLSL

#version 110
uniform mediump float amount;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
vec4 textureColor = texture2D(myTexture, vTexCoord);
float amount_val = amount * 0.01;
gl_FragColor = vec4(
textureColor.r+((1.0-textureColor.r-textureColor.r)*amount_val),
textureColor.g+((1.0-textureColor.g-textureColor.g)*amount_val),
textureColor.b+((1.0-textureColor.b-textureColor.b)*amount_val),
textureColor.a
);
}