| #version 310 es |
| |
| uvec4 tint_select(uvec4 param_0, uvec4 param_1, bvec4 param_2) { |
| return uvec4(param_2[0] ? param_1[0] : param_0[0], param_2[1] ? param_1[1] : param_0[1], param_2[2] ? param_1[2] : param_0[2], param_2[3] ? param_1[3] : param_0[3]); |
| } |
| |
| |
| uvec4 tint_ftou(vec4 v) { |
| return tint_select(uvec4(4294967295u), tint_select(uvec4(v), uvec4(0u), lessThan(v, vec4(0.0f))), lessThan(v, vec4(4294967040.0f))); |
| } |
| |
| struct Uniforms { |
| uint dstTextureFlipY; |
| uint isFloat16; |
| uint isRGB10A2Unorm; |
| uint channelCount; |
| }; |
| |
| layout(binding = 2, std430) buffer OutputBuf_ssbo { |
| uint result[]; |
| } tint_symbol; |
| |
| layout(binding = 3, std140) uniform uniforms_block_ubo { |
| Uniforms inner; |
| } uniforms; |
| |
| uint ConvertToFp16FloatValue(float fp32) { |
| return 1u; |
| } |
| |
| uniform highp sampler2D src_1; |
| uniform highp sampler2D dst_1; |
| void tint_symbol_1(uvec3 GlobalInvocationID) { |
| uvec2 size = uvec2(textureSize(src_1, 0)); |
| uvec2 dstTexCoord = GlobalInvocationID.xy; |
| uvec2 srcTexCoord = dstTexCoord; |
| if ((uniforms.inner.dstTextureFlipY == 1u)) { |
| srcTexCoord.y = ((size.y - dstTexCoord.y) - 1u); |
| } |
| vec4 srcColor = texelFetch(src_1, ivec2(srcTexCoord), 0); |
| vec4 dstColor = texelFetch(dst_1, ivec2(dstTexCoord), 0); |
| bool success = true; |
| uvec4 srcColorBits = uvec4(0u, 0u, 0u, 0u); |
| uvec4 dstColorBits = tint_ftou(dstColor); |
| { |
| for(uint i = 0u; (i < uniforms.inner.channelCount); i = (i + 1u)) { |
| uint tint_symbol_2 = i; |
| srcColorBits[tint_symbol_2] = ConvertToFp16FloatValue(srcColor[i]); |
| bool tint_tmp = success; |
| if (tint_tmp) { |
| tint_tmp = (srcColorBits[i] == dstColorBits[i]); |
| } |
| success = (tint_tmp); |
| } |
| } |
| uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x); |
| 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(gl_GlobalInvocationID); |
| return; |
| } |