#version 310 es precision mediump float; struct Constants { int level; }; layout(binding = 3) buffer Result_1 { float values[]; } result; uniform highp sampler2DArray myTexture_1; void tint_symbol(uvec3 GlobalInvocationID) { uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x); flatIndex = (flatIndex * 1u); vec4 texel = texelFetch(myTexture_1, ivec3(ivec2(GlobalInvocationID.xy), 0), 0); { for(uint i = 0u; (i < 1u); i = (i + 1u)) { result.values[(flatIndex + i)] = texel.r; } } } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol(gl_GlobalInvocationID); return; }