RetroArch/deps/SPIRV-Cross/shaders/frag/post-depth-coverage-es.frag

14 lines
287 B
GLSL

#version 310 es
#extension GL_EXT_post_depth_coverage : require
#extension GL_OES_sample_variables : require
precision mediump float;
layout(early_fragment_tests, post_depth_coverage) in;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor = vec4(gl_SampleMaskIn[0]);
}