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