LookingGlass/client/renderers/EGL/shader/damage.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

10 lines
111 B
GLSL

#version 300 es
precision mediump float;
out vec4 color;
void main()
{
color = vec4(1.0, 1.0, 0.0, 0.5);
}