| #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); | |
| } |