#ifdef GL_ES precision mediump float; #endif in vec4 v_color; in vec2 v_texCoords; uniform sampler2D u_texture; out vec4 fragColor; void main(void) { vec4 inColor = texture(u_texture, v_texCoords); ivec4 bytes = ivec4(255.0 * inColor); ivec4 mask = ivec4(0x55); fragColor = (bytes ^ mask) / 255.0; }