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