| #version 310 es | |
| layout(location = 0) uniform uint tint_immediates[2]; | |
| layout(binding = 0, std430) | |
| buffer out_block_1_ssbo { | |
| float inner; | |
| } v; | |
| layout(binding = 1, std140) | |
| uniform idx_block_1_ubo { | |
| uvec4 inner[1]; | |
| } v_1; | |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | |
| void main() { | |
| uvec4 v_2 = v_1.inner[0u]; | |
| v.inner = uintBitsToFloat(tint_immediates[((min(v_2.x, 1u) * 4u) / 4u)]); | |
| } |