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f848450a70
This allows us to decide when the R and B color channels should be flipped with a much better granularity. For instance, when using GLX_EXT_texture_from_pixmap to create a GL texture from a surface we don't need to swap the R and B channels, as the internal representation of the texture data will already have the appropriate colors. We also don't need to flip color channels when blitting from a texture. |
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gl2-texture-2d.fs.glsl | ||
gl2-texture-2d.vs.glsl | ||
gl2-texture-rect.fs.glsl | ||
gl2-texture-rect.vs.glsl | ||
gl3-texture-2d.fs.glsl | ||
gl3-texture-2d.vs.glsl | ||
gl3-texture-rect.fs.glsl | ||
gl3-texture-rect.vs.glsl | ||
gles2-texture.fs.glsl | ||
gles2-texture.vs.glsl |