SPIRV-Cross/shaders-msl/frag/helper-invocation.msl21.frag

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#version 310 es
precision mediump float;
layout(location = 0) out vec4 FragColor;
layout(location = 0) in vec2 vUV;
layout(binding = 0) uniform sampler2D uSampler;
vec4 foo()
{
vec4 color;
if (!gl_HelperInvocation)
color = textureLod(uSampler, vUV, 0.0);
else
color = vec4(1.0);
return color;
}
void main()
{
FragColor = foo();
}