12 lines
233 B
GLSL
12 lines
233 B
GLSL
uniform float opacity;
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uniform bool invert_color;
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uniform sampler2D tex;
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void main() {
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vec4 c = texture2D(tex, gl_TexCoord[0]);
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if (invert_color)
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c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
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c *= opacity;
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gl_FragColor = c;
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}
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