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