#extension GL_EXT_draw_buffers : enable | |
precision mediump float; | |
varying vec2 v_texCoord; | |
uniform sampler2D s_texture; | |
void main() | |
{ | |
vec4 color = texture2D(s_texture, v_texCoord); | |
gl_FragData[0] = color; | |
gl_FragData[1] = vec4(1.0, 1.0, 1.0, 1.0) - color.brga; | |
gl_FragData[2] = vec4(0.2, 1.0, 0.5, 1.0) * color.gbra; | |
gl_FragData[3] = color.rrra; | |
} |