#version 310 es layout(binding = 1, std430) buffer Result_ssbo { float values[]; } result; uniform highp sampler2D tex_1; void tint_symbol(uvec3 GlobalInvocationId) { result.values[((GlobalInvocationId.y * 128u) + 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; }