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Optimize EGLRenderer overlay texture swizzle
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@@ -4,9 +4,5 @@ uniform sampler2D uTexture;
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varying vec2 vTexCoord;
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void main() {
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vec4 abgr = texture2D(uTexture, vTexCoord);
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gl_FragColor = abgr;
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gl_FragColor.r = abgr.b;
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gl_FragColor.b = abgr.r;
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gl_FragColor = texture2D(uTexture, vTexCoord).bgra;
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}
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