// Minimal repro of TranslateHlslClip.  Authors reach for the HLSL discard
// primitive when they need to drop a fragment based on a sampled value; the
// GLSL equivalent is a guarded discard statement.
void main() {
    float v = g_Texture0.Sample(g_Sampler, uv).a - 0.5;
    clip(v);
    glOutColor = vec4(1, 0, 0, 1);
}
