
in vec4 color;

layout (location = 0, blend_support_all_equations) out vec4 C;
layout (location = 1, blend_support_all_equations) out vec4 Cb;


uniform int col_target;

uniform layout(binding=6) sampler2D col_target_b;
uniform layout(binding=6,rgba32f) image2D tar_image;

void main(){
//	beginInvocationInterlockNV();
	C = color;
//	C = vec4(0);
//	Cb = vec4(1.-color.rgb,1.0);
	Cb = vec4(color.rgb,1.0);
//	Cb = vec4(color.rgb,1.0);
//	gl_LastFragData;
//	C.rgb = 1. - texelFetch(textures[col_target], ivec2(gl_FragCoord.xy),0).rgb;
//	imageStore(f_images[col_target], ivec2(gl_FragCoord.xy),vec4(0));
	//	C.rgb = vec3(1. - clamp(imageLoad(tar_image, ivec2(gl_FragCoord.xy)).a,0.,1.0));
//	C.rgb = 1. - texelFetch(col_target_b, ivec2(gl_FragCoord.xy),0).rgb;
//	C.rgb = 1. - texelFetch(col_target_b, ivec2(gl_FragCoord.xy),0).rgb;
	
//	C.rgb = 1. - imageLoad(f_images[col_target], ivec2(gl_FragCoord.xy)).rgb;
//	C = gl_LastFragData[0];

	
//	C.rgb = clamp(C.rgb,0.,1.0);
//	endInvocationInterlockNV();
//	C.r = texelFetch(textures[col_target], ivec2(gl_FragCoord.xy),0).r*0.5;
//	C = vec4(1,0,0,1);
}
