Constant gl_utils::render::params::BLEND_FUNC_INVERT_COLOR [−][src]
pub const BLEND_FUNC_INVERT_COLOR: Blend=
glium::Blend{color: glium::BlendingFunction::Addition{source: glium::LinearBlendingFactor::OneMinusDestinationColor, destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,}, alpha: glium::BlendingFunction::Max, constant_value: (0.0, 0.0, 0.0, 0.0),}
Writing white source pixels will invert the destination pixel. Color channels in the texture should all be equal to the alpha channel (grayscale) so that 100% opaque regions are white and 100% transparent regions are black.