gtk2/gdk/resources/glsl/gles2-texture.fs.glsl
Emmanuele Bassi f848450a70 gl: Use a uniform to flip R and B colors on GLES
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.
2016-04-25 14:33:36 +01:00

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340 B
GLSL

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;
}