18 lines
413 B
GLSL
18 lines
413 B
GLSL
#version 310 es
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layout(rgba8) uniform highp writeonly image2D tex;
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vec4 vertex_main() {
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vec4 value = vec4(1.0f, 2.0f, 3.0f, 4.0f);
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imageStore(tex, ivec2(9, 8), value.bgra);
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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