LookingGlass/client/renderers/EGL/shader/cursor_mono.frag
Quantum 543c97987b [client] egl: remove needless precision quantifiers
We simply use precision mediump float; for everything. We don't actually
need highp anyways, and we don't use it for stuff like CAS or FSR.
2021-08-11 20:47:46 +10:00

16 lines
219 B
GLSL

#version 300 es
precision mediump float;
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
void main()
{
vec4 tmp = texture(sampler1, uv);
if (tmp.rgb == vec3(0.0, 0.0, 0.0))
discard;
color = tmp;
}