#version 310 es | |
#extension GL_EXT_blend_func_extended : require | |
precision highp float; | |
layout(location = 0, index = 0) out vec4 color_1; | |
layout(location = 0, index = 1) out vec4 blend_1; | |
struct FragOutput { | |
vec4 color; | |
vec4 blend; | |
}; | |
FragOutput frag_main() { | |
FragOutput tint_symbol = FragOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); | |
tint_symbol.color = vec4(0.5f, 0.5f, 0.5f, 1.0f); | |
tint_symbol.blend = vec4(0.5f, 0.5f, 0.5f, 1.0f); | |
return tint_symbol; | |
} | |
void main() { | |
FragOutput inner_result = frag_main(); | |
color_1 = inner_result.color; | |
blend_1 = inner_result.blend; | |
return; | |
} |