#version 310 es precision mediump float; const uint width = 128u; uniform highp sampler2D tex; layout (binding = 1) buffer Result_1 { float values[]; } result; struct tint_symbol_2 { uvec3 GlobalInvocationId; }; void tint_symbol_inner(uvec3 GlobalInvocationId) { result.values[((GlobalInvocationId.y * width) + GlobalInvocationId.x)] = texelFetch(tex, 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); }