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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.
17 lines
340 B
GLSL
17 lines
340 B
GLSL
precision mediump float;
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uniform sampler2D map;
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uniform int flipColors;
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varying highp vec2 vUv;
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void main() {
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vec4 color = texture2D(map, vUv);
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/* Flip R and B around to match the Cairo convention, if required */
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if (flipColors == 1)
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gl_FragColor = vec4(color.z, color.y, color.x, color.w);
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else
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gl_FragColor = color;
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}
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