| #version 310 es | |
| layout(location = 0) uniform uint tint_immediates[4]; | |
| layout(binding = 0, std430) | |
| buffer output_block_1_ssbo { | |
| vec4 inner; | |
| } v; | |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | |
| void main() { | |
| vec3 v_1 = uintBitsToFloat(uvec3(tint_immediates[0u], tint_immediates[1u], tint_immediates[2u]).xyz); | |
| v.inner = vec4(v_1, float(tint_immediates[3u])); | |
| } |