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; }