1#extension GL_EXT_draw_buffers : enable 2precision mediump float; 3varying vec2 v_texCoord; 4uniform sampler2D s_texture; 5void main() 6{ 7 vec4 color = texture2D(s_texture, v_texCoord); 8 gl_FragData[0] = color; 9 gl_FragData[1] = vec4(1.0, 1.0, 1.0, 1.0) - color.brga; 10 gl_FragData[2] = vec4(0.2, 1.0, 0.5, 1.0) * color.gbra; 11 gl_FragData[3] = color.rrra; 12} 13