| #version 310 es |
| |
| |
| struct Uniforms { |
| uint dstTextureFlipY; |
| uint isFloat16; |
| uint isRGB10A2Unorm; |
| uint channelCount; |
| }; |
| |
| uniform highp sampler2D src; |
| uniform highp sampler2D dst; |
| layout(binding = 2, std430) |
| buffer OutputBuf_1_ssbo { |
| uint result[]; |
| } tint_symbol; |
| layout(binding = 3, std140) |
| uniform tint_symbol_3_1_ubo { |
| Uniforms tint_symbol_2; |
| } v; |
| uint ConvertToFp16FloatValue(float fp32) { |
| return 1u; |
| } |
| uvec4 tint_v4f32_to_v4u32(vec4 value) { |
| uvec4 v_1 = uvec4(value); |
| uvec4 v_2 = mix(uvec4(0u), v_1, greaterThanEqual(value, vec4(0.0f))); |
| return mix(uvec4(4294967295u), v_2, lessThanEqual(value, vec4(4294967040.0f))); |
| } |
| void tint_symbol_1_inner(uvec3 GlobalInvocationID) { |
| uvec2 size = uvec2(textureSize(src, 0)); |
| uvec2 dstTexCoord = GlobalInvocationID.xy; |
| uvec2 srcTexCoord = dstTexCoord; |
| if ((v.tint_symbol_2.dstTextureFlipY == 1u)) { |
| srcTexCoord[1u] = ((size.y - dstTexCoord.y) - 1u); |
| } |
| ivec2 v_3 = ivec2(srcTexCoord); |
| vec4 srcColor = texelFetch(src, v_3, int(0)); |
| ivec2 v_4 = ivec2(dstTexCoord); |
| vec4 dstColor = texelFetch(dst, v_4, int(0)); |
| bool success = true; |
| uvec4 srcColorBits = uvec4(0u); |
| uvec4 dstColorBits = tint_v4f32_to_v4u32(dstColor); |
| { |
| uint i = 0u; |
| while(true) { |
| if ((i < v.tint_symbol_2.channelCount)) { |
| } else { |
| break; |
| } |
| uint v_5 = i; |
| srcColorBits[v_5] = ConvertToFp16FloatValue(srcColor[i]); |
| bool v_6 = false; |
| if (success) { |
| v_6 = (srcColorBits[i] == dstColorBits[i]); |
| } else { |
| v_6 = false; |
| } |
| success = v_6; |
| { |
| i = (i + 1u); |
| } |
| continue; |
| } |
| } |
| uint outputIndex = ((GlobalInvocationID[1u] * uint(size.x)) + GlobalInvocationID[0u]); |
| if (success) { |
| tint_symbol.result[outputIndex] = 1u; |
| } else { |
| tint_symbol.result[outputIndex] = 0u; |
| } |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| tint_symbol_1_inner(gl_GlobalInvocationID); |
| } |