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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