1#version 310 es 2precision mediump float; 3precision highp int; 4 5layout(binding = 0, std430) buffer UBO 6{ 7 vec4 results[1024]; 8} _34; 9 10layout(binding = 1) uniform highp isampler2D Buf; 11 12layout(location = 0) flat in mediump int vIn; 13layout(location = 1) flat in mediump int vIn2; 14layout(location = 0) out vec4 FragColor; 15 16void main() 17{ 18 mediump int _40 = texelFetch(Buf, ivec2(gl_FragCoord.xy), 0).x % 16; 19 FragColor = (_34.results[_40] + _34.results[_40]) + _34.results[(vIn * vIn) + (vIn2 * vIn2)]; 20} 21 22