Resources/Shaders/myFilter.fsh

 
precision mediump float;
 
varying mediump vec2 coordinate;
uniform sampler2D videoframe;
 
void main()
{
    vec4 color = texture2D(videoframe, coordinate);
    gl_FragColor.bgra = vec4(color.b, 0.0 * color.g, color.r, color.a);
}