ebiten/internal/shader/testdata/vertex_fragment.expected.fs

14 lines
252 B
GLSL

uniform vec2 U0;
varying vec2 V0;
varying vec4 V1;
vec4 F0(in vec4 l0, in vec2 l1, in vec4 l2);
vec4 F0(in vec4 l0, in vec2 l1, in vec4 l2) {
return vec4((l0).x, (l1).y, (l2).z, 1.0);
}
void main(void) {
gl_FragColor = F0(gl_FragCoord, V0, V1);
}