invert.glsl 129 B

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  1. uniform sampler2D samp9;
  2. out vec4 ocol0;
  3. in vec2 uv0;
  4. void main()
  5. {
  6. ocol0 = vec4(1.0, 1.0, 1.0, 1.0) - texture(samp9, uv0);
  7. }