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@quadpixels
Created May 12, 2015 07:15
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Compton Custom Shader Case 3
uniform float opacity;
uniform bool invert_color;
uniform sampler2D tex;
void main() {
vec4 c = texture2D(tex, gl_TexCoord[0]);
float eps = 0.004f;
float eps1 = 1.0f / 255.0f;
if (invert_color)
c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
if((c.r > 0.2343+eps1-eps && c.r < 0.2343+eps1+eps &&
c.g > 0.2343+eps1-eps && c.g < 0.2343+eps1+eps &&
c.b > 0.2343+eps1-eps && c.b < 0.2343+eps1+eps)
)
{ }
else { c *= opacity; }
gl_FragColor = c;
}
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