Comments (3)
Sorry for the late reply, colors are always additive, but I imagine the effect you're after can be obtained by adding:
gl_FragColor.rgb = 1.0 - gl_FragColor.rgb;
on libs/shaders/postproc.js, at the end of the shader
from blurry.
hi ! it's nice of you.
it did turn the background to white, but also changed the orange to blue.
gl_FragColor = vec4(uBackgroundColor + mapped, 1.0);
gl_FragColor.rgb = 1.0 - gl_FragColor.rgb;
from blurry.
Yeah that line essentially inverts every color that is outputted in the screen, so to get the orange back you need to invert the colors of your lines as well :)
If you originally had red as [1, 0, 0] now to output red again you'll have to write your "red" as:
1 - [1,0,0] =
[0,1,1]
from blurry.
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from blurry.