| #version 310 es |
| precision mediump float; |
| |
| |
| const uint width = 128u; |
| layout(binding = 1) buffer Result_1 { |
| float values[]; |
| } result; |
| |
| struct tint_symbol_2 { |
| uvec3 GlobalInvocationId; |
| }; |
| |
| uniform highp sampler2D tex_1; |
| |
| void tint_symbol_inner(uvec3 GlobalInvocationId) { |
| result.values[((GlobalInvocationId.y * width) + 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 tint_symbol(tint_symbol_2 tint_symbol_1) { |
| tint_symbol_inner(tint_symbol_1.GlobalInvocationId); |
| return; |
| } |
| void main() { |
| tint_symbol_2 inputs; |
| inputs.GlobalInvocationId = gl_GlobalInvocationID; |
| tint_symbol(inputs); |
| } |
| |
| |