| #version 310 es |
| |
| struct Constants { |
| int level; |
| }; |
| |
| layout(binding = 3, std430) buffer Result_ssbo { |
| float values[]; |
| } result; |
| |
| uniform highp sampler2DArray myTexture_1; |
| void tint_symbol(uvec3 GlobalInvocationID) { |
| uint flatIndex = (((4u * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x); |
| flatIndex = (flatIndex * 1u); |
| vec4 texel = texelFetch(myTexture_1, ivec3(ivec2(GlobalInvocationID.xy), 0), 0); |
| { |
| for(uint i = 0u; (i < 1u); i = (i + 1u)) { |
| result.values[(flatIndex + i)] = texel.r; |
| } |
| } |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| tint_symbol(gl_GlobalInvocationID); |
| return; |
| } |