mirror of
https://github.com/RPCS3/glslang.git
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bd0747d6f0
This includes - doing prescan of shader to know version/profile before parsing it - putting precision qualifiers on built-in ES symbols - getting most built-in state correct for core/compatibility/missing profile - adding gl_VertexID and gl_InstanceID, among other ES 300 built-in symbols - adding the ES 300 gl_Max/Min constants - accepting shaders that contain nothing but whitespace without generating an error git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@20627 e7fa87d3-cd2b-0410-9028-fcbf551c1848
16 lines
236 B
GLSL
16 lines
236 B
GLSL
precision highp float;
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uniform sampler2D sampler;
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void main()
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{
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vec4 color;
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if (length(gl_PointCoord) < 0.3)
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color = texture2D(sampler, gl_PointCoord);
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else
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color = vec4(0.0);
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gl_FragColor = color;
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}
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