28 lines
707 B
GLSL
28 lines
707 B
GLSL
#version 310 es
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precision mediump float;
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struct Constants {
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int level;
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};
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layout(binding = 3, std430) buffer Result_1 {
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float values[];
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} result;
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uniform highp sampler2DArray myTexture_1;
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void tint_symbol(uvec3 GlobalInvocationID) {
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uint flatIndex = ((((2u * 2u) * GlobalInvocationID.z) + (2u * GlobalInvocationID.y)) + GlobalInvocationID.x);
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flatIndex = (flatIndex * 1u);
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vec4 texel = texelFetch(myTexture_1, ivec3(ivec2(GlobalInvocationID.xy), 0), 0);
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{
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for(uint i = 0u; (i < 1u); i = (i + 1u)) {
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result.values[(flatIndex + i)] = texel.r;
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}
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}
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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 main() {
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tint_symbol(gl_GlobalInvocationID);
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return;
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}
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