SPIRV-Cross/reference/opt/shaders/frag/composite-extract-forced-temporary.frag
2017-11-23 09:50:11 +01:00

17 lines
318 B
GLSL

#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0) uniform mediump sampler2D Texture;
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
void main()
{
vec4 _19 = texture(Texture, vTexCoord);
float _22 = _19.x;
FragColor = vec4(_22 * _22);
}