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

15 lines
239 B
GLSL

#version 300 es
precision mediump float;
layout(location = 0) in vec3 vertexPosition_modelspace;
out vec3 pos;
void main()
{
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
pos = vertexPosition_modelspace;
}