kwin/effects/invert/data/invert.frag

29 lines
647 B
GLSL
Raw Normal View History

uniform sampler2D sample;
uniform vec4 modulation;
uniform float textureWidth;
uniform float textureHeight;
uniform float saturation;
uniform int u_forceAlpha;
varying vec2 varyingTexCoords;
void main()
{
vec4 tex = texture2D(sample, varyingTexCoords);
if (u_forceAlpha > 0) {
tex.a = 1.0;
}
if (saturation != 1.0) {
vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
desaturated = vec3( dot( desaturated, tex.rgb ));
tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
}
tex *= modulation;
tex.rgb = vec3(1.0) - tex.rgb;
gl_FragColor = tex;
}