| #version 310 es | |
| precision highp float; | |
| precision highp int; | |
| layout(binding = 0, std140) | |
| uniform f_TintTextureUniformData_ubo { | |
| uvec4 metadata[1]; | |
| } v; | |
| uniform highp sampler2D f_sampled_textures[4]; | |
| void main() { | |
| uint v_1 = min(0u, (v.metadata[0u].x - 1u)); | |
| ivec2 v_2 = ivec2(min(uvec2(0u), (uvec2(textureSize(f_sampled_textures[0], int(v_1))) - uvec2(1u)))); | |
| vec4 texture_load = texelFetch(f_sampled_textures[0], v_2, int(v_1)); | |
| } |