mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-26 23:37:18 +00:00
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.
14 lines
229 B
GLSL
14 lines
229 B
GLSL
#version 300 es
|
|
precision mediump float;
|
|
|
|
in vec3 pos;
|
|
out vec4 color;
|
|
|
|
uniform sampler2D sampler1;
|
|
|
|
void main()
|
|
{
|
|
highp float d = 1.0 - 0.5 * length(pos.xy);
|
|
color = vec4(0.234375 * d, 0.015625 * d, 0.425781 * d, 1.0);
|
|
}
|