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Color Inversion GLSL shader
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/* | |
Color inversion shader | |
*/ | |
#if defined(VERTEX) | |
#if __VERSION__ >= 130 | |
#define COMPAT_VARYING out | |
#define COMPAT_ATTRIBUTE in | |
#define COMPAT_TEXTURE texture | |
#else | |
#define COMPAT_VARYING varying | |
#define COMPAT_ATTRIBUTE attribute | |
#define COMPAT_TEXTURE texture2D | |
#endif | |
#ifdef GL_ES | |
#define COMPAT_PRECISION mediump | |
#else | |
#define COMPAT_PRECISION | |
#endif | |
COMPAT_ATTRIBUTE vec4 VertexCoord; | |
COMPAT_ATTRIBUTE vec4 COLOR; | |
COMPAT_ATTRIBUTE vec4 TexCoord; | |
COMPAT_VARYING vec4 COL0; | |
COMPAT_VARYING vec4 TEX0; | |
uniform mat4 MVPMatrix; | |
uniform COMPAT_PRECISION int FrameDirection; | |
uniform COMPAT_PRECISION int FrameCount; | |
uniform COMPAT_PRECISION vec2 OutputSize; | |
uniform COMPAT_PRECISION vec2 TextureSize; | |
uniform COMPAT_PRECISION vec2 InputSize; | |
// vertex compatibility #defines | |
#define vTexCoord TEX0.xy | |
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | |
#define outsize vec4(OutputSize, 1.0 / OutputSize) | |
void main() | |
{ | |
gl_Position = MVPMatrix * VertexCoord; | |
COL0 = COLOR; | |
TEX0.xy = TexCoord.xy; | |
} | |
#elif defined(FRAGMENT) | |
#if __VERSION__ >= 130 | |
#define COMPAT_VARYING in | |
#define COMPAT_TEXTURE texture | |
out vec4 FragColor; | |
#else | |
#define COMPAT_VARYING varying | |
#define FragColor gl_FragColor | |
#define COMPAT_TEXTURE texture2D | |
#endif | |
#ifdef GL_ES | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
#define COMPAT_PRECISION mediump | |
#else | |
#define COMPAT_PRECISION | |
#endif | |
uniform COMPAT_PRECISION int FrameDirection; | |
uniform COMPAT_PRECISION int FrameCount; | |
uniform COMPAT_PRECISION vec2 OutputSize; | |
uniform COMPAT_PRECISION vec2 TextureSize; | |
uniform COMPAT_PRECISION vec2 InputSize; | |
uniform sampler2D Texture; | |
COMPAT_VARYING vec4 TEX0; | |
// fragment compatibility #defines | |
#define Source Texture | |
#define vTexCoord TEX0.xy | |
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | |
#define outsize vec4(OutputSize, 1.0 / OutputSize) | |
void main() | |
{ | |
// Reading the texel | |
vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb; | |
// Invert the colors by outputting 1.0 minus the source texture's color | |
FragColor = vec4(1.0 - color.rgb, 1.0); | |
} | |
#endif |
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