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refs/heads/upstream/GL_EXT_buffer_reference_uvec2
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Test
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spv.always-discard2.frag
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#version 140
in
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
;
discard
;
gl_FragColor
=
color
;
}