Pixel-Composer/shaders/sh_mask_invert/sh_mask_invert.fsh

13 lines
251 B
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int invert;
void main() {
vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
float m = (c.r + c.g + c.b) / 3. * c.a;
if(invert == 1) m = 1. - m;
gl_FragColor = vec4(m, m, m, 1.);
}