invert.frag 393B

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  1. #version 120
  2. uniform sampler2D texture;
  3. uniform sampler2D desktop;
  4. uniform int desktopWidth;
  5. uniform int desktopHeight;
  6. uniform float time;
  7. varying vec2 uvCoord;
  8. void main() {
  9. vec2 uv = vec2( uvCoord.x, -uvCoord.y );
  10. vec4 color = texture2D(desktop,uv);
  11. float alpha = texture2D(texture,uvCoord).a;
  12. gl_FragColor = vec4( 1.0 - color.r, 1.0 - color.g, 1.0 - color.b, alpha );
  13. }