SPIRV-Cross/reference/shaders/frag/post-depth-coverage.frag

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GLSL
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#version 450
#if defined(GL_ARB_post_depth_coverge)
#extension GL_ARB_post_depth_coverage : require
#else
#extension GL_EXT_post_depth_coverage : require
#endif
layout(early_fragment_tests, post_depth_coverage) in;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor = vec4(float(gl_SampleMaskIn[0]));
}