26 lines
516 B
GLSL
26 lines
516 B
GLSL
#version 310 es
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precision mediump float;
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uniform highp usampler2D Src_1;
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layout(r32ui) uniform highp writeonly uimage2D Dst_1;
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void main_1() {
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uvec4 srcValue = uvec4(0u, 0u, 0u, 0u);
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uvec4 x_18 = texelFetch(Src_1, ivec2(0, 0), 0);
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srcValue = x_18;
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uint x_22 = srcValue.x;
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srcValue.x = (x_22 + uint(1));
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imageStore(Dst_1, ivec2(0, 0), srcValue);
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return;
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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() {
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main_1();
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return;
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}
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void main() {
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tint_symbol();
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}
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