#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 _264 = uvec2(64u, 1u) * gl_NumWorkGroups.xy; uvec2 _269 = _264 - gl_GlobalInvocationID.xy; bvec2 _271 = equal(gl_GlobalInvocationID.xy, uvec2(0u)); uint _454; if (_271.x) { _454 = 0u; } else { _454 = _269.x; } uint _455; if (_271.y) { _455 = 0u; } else { _455 = _269.y; } uint _276 = _264.x; uint _280 = (gl_GlobalInvocationID.y * _276) + gl_GlobalInvocationID.x; uint _290 = (_455 * _276) + _454; vec2 _297 = vec2(gl_GlobalInvocationID.xy); vec2 _299 = vec2(_264); float _309 = sqrt(9.81000041961669921875 * length(_166.uModTime.xy * mix(_297, _297 - _299, greaterThan(_297, _299 * 0.5)))) * _166.uModTime.z; vec2 _316 = vec2(cos(_309), sin(_309)); vec2 _387 = _316.xx; vec2 _392 = _316.yy; vec2 _395 = _392 * _137.distribution[_280].yx; vec2 _421 = _392 * _137.distribution[_290].yx; vec2 _429 = (_137.distribution[_290] * _387) + vec2(-_421.x, _421.y); _225.heights[_280] = packHalf2x16(((_137.distribution[_280] * _387) + vec2(-_395.x, _395.y)) + vec2(_429.x, -_429.y)); }