LookingGlass/client/renderers/EGL/shader/cursor_rgb.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

20 lines
256 B
GLSL

#version 300 es
precision mediump float;
#include "color_blind.h"
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform int cbMode;
void main()
{
color = texture(sampler1, uv);
if (cbMode > 0)
color = cbTransform(color, cbMode);
}