25 lines
399 B
GLSL
25 lines
399 B
GLSL
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#version 450
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layout(binding = 0, std140) uniform UBO
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{
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int uCount;
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int uJ;
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int uK;
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} _5;
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layout(location = 0) out float FragColor;
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void main()
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{
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int _23;
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int _23_copy;
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int _24;
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_23 = _5.uK;
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_24 = _5.uJ;
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for (int _26 = 0; _26 < _5.uCount; _23_copy = _23, _23 = _24, _24 = _23_copy, _26++)
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{
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}
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FragColor = float(_24 - _23) * float(_5.uJ * _5.uK);
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}
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