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#version 450
layout (location = 0) out vec4 fragColor;
layout (std430, binding = 1) readonly buffer ssboG
{
float g[];
};
layout (std430, binding = 2) readonly buffer ssboB
{
float b[];
};
layout (std430, binding = 6) readonly buffer ssboR
{
float r[];
};
layout (std430, binding = 3) readonly buffer ssbo3
{
vec4 _vec4;
};
void main()
{
// some OpenGL implementations will optimize out the buffer variables if we don't use them
// resulting in a .length() of 0.
float a = (r[0]+g[0]+b[0])>0?1:1;
fragColor = a * vec4(r.length(), g.length(), b.length(), 255)/vec4(255);
}
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