/* Copyright (c) 2019 The Khronos Group Inc. Use of this source code is governed by an MIT-style license that can be found in the LICENSE.txt file. */ #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #endif varying vec4 color; bvec2 ne(in vec2 a, in vec2 b) { bvec2 result; if(a[0] != b[0]) result[0] = true; else result[0] = false; if(a[1] != b[1]) result[1] = true; else result[1] = false; return result; } void main (void) { vec2 c = floor(10.0 * color.rg - 4.5); // round to the nearest integer vec2 result = vec2(ne(c, vec2(0.0))); gl_FragColor = vec4(result, 0.0, 1.0); }