glslang/Test/always-discard.frag

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#version 110
varying vec2 tex_coord;
void main (void)
{
vec4 white = vec4(1.0);
vec4 black = vec4(0.2);
vec4 color = white;
// First, cut out our circle
float x = tex_coord.x*2.0 - 1.0;
float y = tex_coord.y*2.0 - 1.0;
float radius = sqrt(x*x + y*y);
if (radius > 1.0) {
if (radius > 1.1) {
++color;
}
gl_FragColor = color;
if (radius > 1.2) {
++color;
}
}
discard;
// If we're near an edge, darken us a tiny bit
if (radius >= 0.75)
color -= abs(pow(radius, 16.0)/2.0);
gl_FragColor = color;
}