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543c97987b
We simply use precision mediump float; for everything. We don't actually need highp anyways, and we don't use it for stuff like CAS or FSR.
13 lines
229 B
GLSL
13 lines
229 B
GLSL
#version 300 es
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precision mediump float;
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in vec3 pos;
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out vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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highp float d = 1.0 - 0.5 * length(pos.xy);
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color = vec4(0.234375 * d, 0.015625 * d, 0.425781 * d, 1.0);
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}
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