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