21 lines
447 B
Plaintext
21 lines
447 B
Plaintext
uniform sampler2D _MainTex;
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// presence of inout parameters with discard used inside
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// the function, and the variables not being trivially the same
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// type (vec4 vs vec3), can cause the actually unused
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// texture sample to be left in.
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void surf (vec2 uv, inout vec3 oo)
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{
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if (uv.x < 0.0)
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discard;
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oo = texture2D(_MainTex, uv).xyz;
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}
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void main()
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{
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vec3 oo;
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surf(gl_TexCoord[0].xy, oo);
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gl_FragData[0] = vec4(0.5);
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}
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