| #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]; |
| } |
| |