#version 310 es layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout(binding = 0, std430) readonly buffer Distribution { vec2 distribution[]; } _137; layout(binding = 2, std140) uniform UBO { vec4 uModTime; } _166; layout(binding = 1, std430) writeonly buffer HeightmapFFT { uint heights[]; } _225; void main() { uvec2 _265 = uvec2(64u, 1u) * gl_NumWorkGroups.xy; uvec2 _270 = _265 - gl_GlobalInvocationID.xy; bvec2 _272 = equal(gl_GlobalInvocationID.xy, uvec2(0u)); uint _460; if (_272.x) { _460 = 0u; } else { _460 = _270.x; } uint _461; if (_272.y) { _461 = 0u; } else { _461 = _270.y; } uint _277 = _265.x; uint _281 = (gl_GlobalInvocationID.y * _277) + gl_GlobalInvocationID.x; uint _291 = (_461 * _277) + _460; vec2 _298 = vec2(gl_GlobalInvocationID.xy); vec2 _300 = vec2(_265); float _310 = sqrt(9.81000041961669921875 * length(_166.uModTime.xy * mix(_298, _298 - _300, greaterThan(_298, _300 * 0.5)))) * _166.uModTime.z; vec2 _317 = vec2(cos(_310), sin(_310)); vec2 _391 = _317.xx; vec2 _396 = _317.yy; vec2 _399 = _396 * _137.distribution[_281].yx; vec2 _426 = _396 * _137.distribution[_291].yx; vec2 _434 = (_137.distribution[_291] * _391) + vec2(-_426.x, _426.y); _225.heights[_281] = packHalf2x16(((_137.distribution[_281] * _391) + vec2(-_399.x, _399.y)) + vec2(_434.x, -_434.y)); }