#version 120 uniform sampler2D DiffuseSampler; varying vec2 texCoord; uniform float InverseAmount; void main(){ vec4 diffuseColor = texture2D(DiffuseSampler, texCoord); vec4 invertColor = 1.0 - diffuseColor; vec4 outColor = mix(diffuseColor, invertColor, InverseAmount); gl_FragColor = vec4(outColor.rgb, 1.0); }