#version 120 #ifdef GL_ES precision mediump float; #endif #extension GL_EXT_gpu_shader4 : enable varying vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; void main(void) { vec4 inColor = texture2D(u_texture, v_texCoords); ivec4 bytes = ivec4(255.0 * inColor); ivec4 mask = ivec4(0x55); gl_FragColor = (bytes ^ mask) / 255.0; }