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18 lines
401 B
GLSL
18 lines
401 B
GLSL
#version 450
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#extension GL_AMD_gpu_shader_int16 : require
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layout(location = 0) flat in int16_t a;
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layout(location = 1) flat in ivec2 b;
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layout(location = 2) flat in uint16_t c[2];
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layout(location = 4) flat in uvec4 e[2];
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layout(location = 6) in vec2 d;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = vec4(float(int(a)), float(b.x), vec2(uint(c[1]), float(e[0].w)) + d);
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}
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