#version 330 core out vec4 FragColor; in vec2 TexCoords; uniform float u_time; uniform uint u_frame; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform sampler2D u_texture; void main() { //FragColor = texture(u_texture, TexCoords); FragColor = vec4(1.0 - texelFetch(u_texture, ivec2(gl_FragCoord), 0)); }