forked from Mirrorlandia_minetest/irrlicht
17 lines
385 B
GLSL
17 lines
385 B
GLSL
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// Texture sampler
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uniform sampler2D TextureSampler;
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// TexCoords from vertex shader
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varying vec2 TexCoords;
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void main (void)
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{
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// Texture is sampled at Texcoords using texture2D
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vec4 Color = texture2D(TextureSampler, TexCoords);
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// Inverse the color to produce negative image effect
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Color.rgb = 1.0 - Color.rgb;
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gl_FragColor = Color;
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}
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