precision highp float; precision highp int; precision highp sampler2D; precision highp usampler2D; precision highp isampler2D; precision highp sampler2DArray; precision highp usampler2DArray; precision highp isampler2DArray; precision highp sampler3D; precision highp usampler3D; precision highp isampler3D; #include uniform uint targetLayer; uniform int targetBase; uniform int targetCount; out uvec4 target; {{ GLOBALS }} void produceSplat(int index) { {{ STATEMENTS }} } void main() { int targetIndex = int(targetLayer << SPLAT_TEX_LAYER_BITS) + int(uint(gl_FragCoord.y) << SPLAT_TEX_WIDTH_BITS) + int(gl_FragCoord.x); int index = targetIndex - targetBase; if ((index >= 0) && (index < targetCount)) { produceSplat(index); } else { target = uvec4(0u, 0u, 0u, 0u); } }