33 lines
648 B
GLSL
33 lines
648 B
GLSL
#version 310 es
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precision mediump float;
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struct UBO {
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int dynamic_idx;
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};
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layout(binding = 0) uniform UBO_1 {
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int dynamic_idx;
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} ubo;
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struct S {
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int data[64];
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};
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struct Result {
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int tint_symbol;
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};
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layout(binding = 1) buffer Result_1 {
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int tint_symbol;
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} result;
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S s = S(int[64](0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0));
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void f() {
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result.tint_symbol = s.data[ubo.dynamic_idx];
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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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f();
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return;
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}
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