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thebookofshaders/15/inv.frag

18 lines
302 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_tex0;
uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;
void main (void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = 1.0-texture2D(u_tex0,st).rgb;
gl_FragColor = vec4(color,1.0);
}