| #version 310 es | |
| precision highp float; | |
| precision highp int; | |
| layout(binding = 0, std140) | |
| uniform f_TintTextureUniformData_ubo { | |
| uvec4 metadata[1]; | |
| } v; | |
| uniform highp sampler2D f_sampled_textures[4]; | |
| void do_texture_load() { | |
| uint v_1 = (0u + uint(0)); | |
| uint v_2 = (v.metadata[(v_1 / 4u)][(v_1 % 4u)] - 1u); | |
| uint v_3 = min(uint(0), v_2); | |
| uvec2 v_4 = (uvec2(textureSize(f_sampled_textures[0], int(v_3))) - uvec2(1u)); | |
| ivec2 v_5 = ivec2(min(uvec2(ivec2(0)), v_4)); | |
| vec4 texture_load = texelFetch(f_sampled_textures[0], v_5, int(v_3)); | |
| } | |
| void main() { | |
| do_texture_load(); | |
| } |