5fe1ecc324
ESSL does not support `GL_ARB_post_depth_coverage`. There, we must use `GL_EXT_post_depth_coverage`. I've added this as a fallback for desktop as well. Note that `GL_EXT_post_depth_coverage` also requires the fragment shader to set `early_fragment_tests` explicitly, while `GL_ARB_post_depth_coverage` does not. It doesn't really matter either way, since `SPV_KHR_post_depth_coverage` *also* requires both execution modes to be explicitly set.
14 lines
287 B
GLSL
14 lines
287 B
GLSL
#version 310 es
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#extension GL_EXT_post_depth_coverage : require
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#extension GL_OES_sample_variables : require
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precision mediump float;
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layout(early_fragment_tests, post_depth_coverage) in;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = vec4(gl_SampleMaskIn[0]);
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}
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