#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 int _40 = texelFetch(Buf, ivec2(gl_FragCoord.xy), 0).x % 16; FragColor = (_34.results[_40] + _34.results[_40]) + _34.results[(vIn * vIn) + (vIn2 * vIn2)]; }