kwin/effects/invert/data/1.40/invert.frag
Martin Gräßlin 58ffb7b627 GLSL 1.40 shader for invert effect
REVIEW: 110573
2013-05-23 09:34:51 +02:00

25 lines
556 B
GLSL

#version 140
uniform sampler2D sampler;
uniform vec4 modulation;
uniform float saturation;
in vec2 varyingTexCoords;
out vec4 fragColor;
void main()
{
vec4 tex = texture(sampler, varyingTexCoords);
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;
tex.rgb *= tex.a;
fragColor = tex;
}