#version 310 es precision mediump float; uniform highp sampler2D src; uniform highp sampler2D dst; layout (binding = 2) buffer OutputBuf_1 { uint result[]; } tint_symbol; layout (binding = 3) uniform Uniforms_1 { uint dstTextureFlipY; uint isFloat16; uint isRGB10A2Unorm; uint channelCount; } uniforms; uint ConvertToFp16FloatValue(float fp32) { return 1u; } struct tint_symbol_3 { uvec3 GlobalInvocationID; }; void tint_symbol_1_inner(uvec3 GlobalInvocationID) { ivec2 size = textureSize(src, 0); ivec2 dstTexCoord = ivec2(GlobalInvocationID.xy); ivec2 srcTexCoord = dstTexCoord; if ((uniforms.dstTextureFlipY == 1u)) { srcTexCoord.y = ((size.y - dstTexCoord.y) - 1); } vec4 srcColor = texelFetch(src, srcTexCoord, 0); vec4 dstColor = texelFetch(dst, dstTexCoord, 0); bool success = true; uvec4 srcColorBits = uvec4(0u, 0u, 0u, 0u); uvec4 dstColorBits = uvec4(dstColor); { for(uint i = 0u; (i < uniforms.channelCount); i = (i + 1u)) { srcColorBits[i] = ConvertToFp16FloatValue(srcColor[i]); bool tint_tmp = success; if (tint_tmp) { tint_tmp = (srcColorBits[i] == dstColorBits[i]); } success = (tint_tmp); } } uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x); if (success) { tint_symbol.result[outputIndex] = uint(1); } else { tint_symbol.result[outputIndex] = uint(0); } } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void tint_symbol_1(tint_symbol_3 tint_symbol_2) { tint_symbol_1_inner(tint_symbol_2.GlobalInvocationID); return; } void main() { tint_symbol_3 inputs; inputs.GlobalInvocationID = gl_GlobalInvocationID; tint_symbol_1(inputs); }