uniform sampler2D winTexture; uniform float textureWidth; uniform float textureHeight; uniform float opacity; uniform float brightness; uniform float saturation; // Converts pixel coordinates to texture coordinates vec2 pix2tex( vec2 pix ) { return vec2( pix.s / textureWidth, pix.t / textureHeight ); } void main() { vec4 tex = texture2D( winTexture, pix2tex( gl_TexCoord[0].st )); tex = vec4( vec3( 1.0 ) - tex.rgb, tex.a * opacity ); 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.rgb = tex.rgb * vec3( brightness ); gl_FragColor = tex; }