22 lines
510 B
GLSL
22 lines
510 B
GLSL
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#version 310 es
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precision mediump float;
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precision highp int;
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layout(binding = 0, std430) buffer UBO
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{
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vec4 results[1024];
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} _34;
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layout(binding = 1) uniform highp isampler2D Buf;
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layout(location = 0) flat in mediump int vIn;
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layout(location = 1) flat in mediump int vIn2;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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mediump int _40 = texelFetch(Buf, ivec2(gl_FragCoord.xy), 0).x % 16;
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FragColor = (_34.results[_40] + _34.results[_40]) + _34.results[(vIn * vIn) + (vIn2 * vIn2)];
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}
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