| #version 310 es | |
| precision mediump float; | |
| const uint width = 128u; | |
| layout(binding = 1) buffer Result_1 { | |
| float values[]; | |
| } result; | |
| uniform highp sampler2D tex_1; | |
| void tint_symbol(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 main() { | |
| tint_symbol(gl_GlobalInvocationID); | |
| return; | |
| } |