#version 310 es precision mediump float; precision highp int; layout(binding = 0, std430) buffer UBO { vec4 results[1024]; } _34; layout(binding = 1) uniform highp isampler2D Buf; layout(location = 0) flat in mediump int vIn; layout(location = 1) flat in mediump int vIn2; layout(location = 0) out vec4 FragColor; void main() { mediump ivec4 coords = texelFetch(Buf, ivec2(gl_FragCoord.xy), 0); vec4 foo = _34.results[coords.x % 16]; mediump int c = vIn * vIn; mediump int d = vIn2 * vIn2; FragColor = (foo + foo) + _34.results[c + d]; }