Files

26 lines
487 B
GLSL

#version 330
uniform sampler2D InSampler;
in vec2 texCoord;
layout(std140) uniform SamplerInfo {
vec2 OutSize;
vec2 InSize;
};
layout(std140) uniform InvertConfig {
float InverseAmount;
};
out vec4 fragColor;
void main(){
vec2 sizeRatio = OutSize / InSize;
vec4 diffuseColor = texture(InSampler, texCoord);
vec4 invertColor = 1.0 - diffuseColor;
vec4 outColor = mix(diffuseColor, invertColor, InverseAmount);
fragColor = vec4(outColor.rgb, 1.0);
}