shadow-mask.fs 337 B

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  1. #version 150
  2. #define brightness 2.0
  3. uniform sampler2D source[];
  4. uniform vec4 sourceSize[];
  5. uniform sampler2D pixmap[];
  6. in Vertex {
  7. vec2 texCoord;
  8. };
  9. out vec4 fragColor;
  10. void main() {
  11. vec4 inverse = 1.0 - texture(source[0], texCoord);
  12. vec4 screen = texture(pixmap[0], LUTeffectiveCoord);
  13. fragColor = (screen) * (1.0 - inverse);
  14. }