forked from AuroraMiddleware/gtk
gl: Tweak the swizzle for GLES texture fragments
Cairo surfaces are in BGRA format, but we upload them as RGBA buffers on GLES; this means that the R and B channels are flipped in the texture data. Instead of doing a costly channel flip before putting them on the GPU, we can flip the values inside the GLSL shader we use specifically for GLES.
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@ -5,5 +5,8 @@ uniform sampler2D map;
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varying highp vec2 vUv;
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void main() {
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gl_FragColor = texture2D(map, vUv);
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vec4 color = texture2D(map, vUv);
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/* Flip R and B around to match the Cairo convention */
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gl_FragColor = vec4(color.z, color.y, color.x, color.w);
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}
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