#version 300 es precision mediump float; /* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ in vec2 in_uv; uniform sampler2D in_texture; uniform vec2 in_resolution; uniform bool u_r; uniform bool u_g; uniform bool u_b; out vec4 out_color; void main() { vec4 in_color = texture(in_texture, in_uv); out_color.r = u_r ? 1.0 - in_color.r : in_color.r; out_color.g = u_g ? 1.0 - in_color.g : in_color.g; out_color.b = u_b ? 1.0 - in_color.b : in_color.b; out_color.a = in_color.a; }