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543c97987b
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.
16 lines
219 B
GLSL
16 lines
219 B
GLSL
#version 300 es
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precision mediump float;
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in vec2 uv;
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out vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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vec4 tmp = texture(sampler1, uv);
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if (tmp.rgb == vec3(0.0, 0.0, 0.0))
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discard;
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color = tmp;
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}
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