4 [vertex shader passthrough]
9 float f = gl_FrontFacing ? -1.0 : 1.0;
10 f = f * -0.25 + 0.5; // Remap (-1.0, 1.0) -> (0.75, 0.25)
11 gl_FragColor = vec4(0.0, f, 0.0, 1.0);
17 relative probe rgba (0, 0) (0.0, 0.75, 0.0, 1.0)
18 relative probe rgba (1, 0) (0.0, 0.75, 0.0, 1.0)
19 relative probe rgba (0, 1) (0.0, 0.25, 0.0, 1.0)
20 relative probe rgba (1, 1) (0.0, 0.25, 0.0, 1.0)