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#version 310 es
precision mediump float;
precision highp int;
layout(binding = 0, std430) buffer UBO
{
vec4 results[1024];
} _34;
layout(binding = 1) uniform highp isampler2D Buf;
layout(location = 0) flat in mediump int vIn;
layout(location = 1) flat in mediump int vIn2;
layout(location = 0) out vec4 FragColor;
void main()
{
mediump int _40 = texelFetch(Buf, ivec2(gl_FragCoord.xy), 0).x % 16;
FragColor = (_34.results[_40] + _34.results[_40]) + _34.results[(vIn * vIn) + (vIn2 * vIn2)];
}
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