uniform sampler2D sceneTex; uniform float textureWidth; uniform float textureHeight; // Converts pixel coordinates to texture coordinates vec2 pix2tex(vec2 pix) { return vec2(pix.x / textureWidth, 1.0 - pix.y / textureHeight); } void main() { vec3 tex = texture2D(sceneTex, pix2tex(gl_TexCoord[0].xy)).rgb; gl_FragColor = vec4(vec3(1.0) - tex, 1.0); }