30 lines
445 B
GLSL
30 lines
445 B
GLSL
#version 310 es
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precision mediump float;
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struct UBO {
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ivec4 data[4];
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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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ivec4 data[4];
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int dynamic_idx;
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} ubo;
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struct Result {
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int tint_symbol;
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};
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layout(binding = 2) buffer Result_1 {
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int tint_symbol;
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} result;
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void f() {
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result.tint_symbol = ubo.data[ubo.dynamic_idx].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 main() {
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f();
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return;
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}
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