| #version 310 es |
| precision mediump float; |
| |
| |
| uniform highp sampler2D src; |
| uniform highp sampler2D dst; |
| layout (binding = 2) buffer OutputBuf_1 { |
| uint result[]; |
| } tint_symbol; |
| layout (binding = 3) uniform Uniforms_1 { |
| uint dstTextureFlipY; |
| uint isFloat16; |
| uint isRGB10A2Unorm; |
| uint channelCount; |
| } uniforms; |
| |
| uint ConvertToFp16FloatValue(float fp32) { |
| return 1u; |
| } |
| |
| struct tint_symbol_3 { |
| uvec3 GlobalInvocationID; |
| }; |
| |
| void tint_symbol_1_inner(uvec3 GlobalInvocationID) { |
| ivec2 size = textureSize(src, 0); |
| ivec2 dstTexCoord = ivec2(GlobalInvocationID.xy); |
| ivec2 srcTexCoord = dstTexCoord; |
| if ((uniforms.dstTextureFlipY == 1u)) { |
| srcTexCoord.y = ((size.y - dstTexCoord.y) - 1); |
| } |
| vec4 srcColor = texelFetch(src, srcTexCoord, 0); |
| vec4 dstColor = texelFetch(dst, dstTexCoord, 0); |
| bool success = true; |
| uvec4 srcColorBits = uvec4(0u, 0u, 0u, 0u); |
| uvec4 dstColorBits = uvec4(dstColor); |
| { |
| for(uint i = 0u; (i < uniforms.channelCount); i = (i + 1u)) { |
| srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]); |
| bool tint_tmp = success; |
| if (tint_tmp) { |
| tint_tmp = (srcColorBits[i] == dstColorBits[i]); |
| } |
| success = (tint_tmp); |
| } |
| } |
| uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x); |
| if (success) { |
| tint_symbol.result[outputIndex] = uint(1); |
| } else { |
| tint_symbol.result[outputIndex] = uint(0); |
| } |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void tint_symbol_1(tint_symbol_3 tint_symbol_2) { |
| tint_symbol_1_inner(tint_symbol_2.GlobalInvocationID); |
| return; |
| } |
| void main() { |
| tint_symbol_3 inputs; |
| inputs.GlobalInvocationID = gl_GlobalInvocationID; |
| tint_symbol_1(inputs); |
| } |
| |
| |