#version 300 es #extension GL_EXT_shader_framebuffer_fetch : require // had a bug where if shader framebuffer fetch extension is enabled, // but not actually used, then translated shader would end up // being empty, since all writes to gl_FragData were wrongly removed. #define gl_FragData _glesFragData layout(location = 0) inout mediump vec4 _glesFragData[4]; in highp vec2 inUV; void main() { gl_FragData[0] = vec4(inUV.x); }