"void main() {\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
" vec4 result = gl_FragColor / canvas;\n"
- " if(!canvas.r) result.r = 1.0;\n"
- " if(!canvas.g) result.g = 1.0;\n"
- " if(!canvas.b) result.b = 1.0;\n"
- " if(!canvas.a) result.a = 1.0;\n"
+ " if(canvas.r == 0.) result.r = 1.0;\n"
+ " if(canvas.g == 0.) result.g = 1.0;\n"
+ " if(canvas.b == 0.) result.b = 1.0;\n"
+ " if(canvas.a == 0.) result.a = 1.0;\n"
" result = clamp(result, 0.0, 1.0);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
"void main() {\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
" vec4 result = max(canvas, gl_FragColor);\n"
- " result = clamp(result, 0.0, 1.0);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
"void main() {\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
" vec4 result = min(canvas, gl_FragColor);\n"
- " result = clamp(result, 0.0, 1.0);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
"void main() {\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
" vec4 result = (canvas + gl_FragColor) * 0.5;\n"
- " result = clamp(result, 0.0, 1.0);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
"void main() {\n"
" vec4 canvas = texture2D(tex2, gl_FragCoord.xy / tex2_dimensions);\n"
" vec4 result = canvas + gl_FragColor - canvas * gl_FragColor;\n"
- " result = clamp(result, 0.0, 1.0);\n"
" gl_FragColor = mix(canvas, result, alpha);\n"
"}\n";
// command->frame->get_h(),
// BC_RGB888,
// -1);
-// command->frame->to_ram();
+// command->frame->screen_to_ram();
//
// window->clear_box(0,
// 0,