Files
oak-editor/effects/invert.frag
T

13 lines
349 B
GLSL

#version 110
uniform float amount;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main(void) {
vec4 textureColor = texture2D(myTexture, vTexCoord);
float amount_val = amount * 0.01;
vec3 col = textureColor.rgb+((vec3(1.0)-textureColor.rgb-textureColor.rgb)*vec3(amount_val));
gl_FragColor = vec4(col, textureColor.a);
}