layout(location=0) out vec4 frag_color;
void main()
{
- if(lod+bias<threshold)
+ if(!(lod+bias>threshold))
frag_color = color;
else
frag_color = vec4(1.0);
/* Expected output: vertex
layout(location=0) in vec4 position;
layout(location=1) in vec4 color;
-out vec4 _vs_out_color;
+layout(location=0) out vec4 _vs_out_color;
void main()
{
gl_Position = position;
/* Expected output: fragment
layout(location=0) out vec4 frag_color;
-in vec4 _vs_out_color;
+layout(location=0) in vec4 _vs_out_color;
void main()
{
frag_color = _vs_out_color;