#version 310 es | |
layout(binding = 1, std430) buffer Result_ssbo { | |
float values[]; | |
} result; | |
uniform highp sampler2D tex_1; | |
void tint_symbol(uvec3 GlobalInvocationId) { | |
result.values[((GlobalInvocationId.y * 128u) + GlobalInvocationId.x)] = texelFetch(tex_1, ivec2(int(GlobalInvocationId.x), int(GlobalInvocationId.y)), 0).x; | |
} | |
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | |
void main() { | |
tint_symbol(gl_GlobalInvocationID); | |
return; | |
} |