#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) void node_composite_invert(float fac, vec4 color, float do_rgb, float do_alpha, out vec4 result) { result = color; if (do_rgb != 0.0) { result.rgb = 1.0 - result.rgb; } if (do_alpha != 0.0) { result.a = 1.0 - result.a; } result = mix(color, result, fac); }