31 lines
730 B
GLSL
31 lines
730 B
GLSL
#version 310 es
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precision mediump float;
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const uint width = 128u;
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uniform highp sampler2D tex;
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layout (binding = 1) buffer Result_1 {
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float values[];
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} result;
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struct tint_symbol_2 {
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uvec3 GlobalInvocationId;
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};
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void tint_symbol_inner(uvec3 GlobalInvocationId) {
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result.values[((GlobalInvocationId.y * width) + GlobalInvocationId.x)] = texelFetch(tex, ivec2(int(GlobalInvocationId.x), int(GlobalInvocationId.y)), 0).x;
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol(tint_symbol_2 tint_symbol_1) {
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tint_symbol_inner(tint_symbol_1.GlobalInvocationId);
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return;
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}
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void main() {
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tint_symbol_2 inputs;
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inputs.GlobalInvocationId = gl_GlobalInvocationID;
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tint_symbol(inputs);
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}
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