#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(); }