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- #version 150
- #define brightness 2.0
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform sampler2D pixmap[];
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- void main() {
- vec4 inverse = 1.0 - texture(source[0], texCoord);
- vec4 screen = texture(pixmap[0], LUTeffectiveCoord);
- fragColor = (screen) * (1.0 - inverse);
- }
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