#version 300 es | |
precision highp float; | |
out vec4 my_FragColor; | |
void main() | |
{ | |
// Out-of-range floats should overflow to infinity | |
// GLSL ES 3.00.6 section 4.1.4 Floats: | |
// "If the value of the floating point number is too large (small) to be stored as a single precision value, it is converted to positive (negative) infinity" | |
float correct = isinf(1.0e2147483649) ? 1.0 : 0.0; | |
my_FragColor = vec4(0.0, correct, 0.0, 1.0); | |
} |