SPIRV-Cross/reference/shaders/frag/composite-extract-forced-temporary.frag

16 lines
294 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()
{
float f = texture(Texture, vTexCoord).x;
FragColor = vec4((f * f));
}