
void xll_clip(float x) {
  if ( x<0.0 ) discard;
}

uniform vec3 uniVal;

void  main() {
    vec2 val;
    bool useZero = uniVal.x > 1.;
    if (useZero){
        gl_FragData[0] = vec4(0.);
    }
    else{
        val = uniVal.xy;
        xll_clip( (0.00100000 - val.x ) );
        xll_clip( (0.00100000 - val.y ) );
        gl_FragData[0] = vec4(1.);
    }
}
