LookingGlass/client/renderers/EGL/shader/splash_bg.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

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);
}