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