30 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			30 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450 core
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| 
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| #extension GL_EXT_buffer_reference : enable
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| layout (push_constant, std430) uniform Block { int identity[32]; } pc;
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| layout(r32ui, set = 3, binding = 0) uniform uimage2D image0_0;
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| layout(buffer_reference) buffer T1;
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| layout(set = 3, binding = 1, buffer_reference) buffer T1 {
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|    layout(offset = 0) int a[2]; // stride = 4 for std430, 16 for std140
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|    layout(offset = 32) int b;
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|    layout(offset = 48) T1  c[2]; // stride = 8 for std430, 16 for std140
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|    layout(offset = 80) T1  d;
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| } x;
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| void main()
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| {
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|   int accum = 0, temp;
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|    accum |= x.a[0] - 0;
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|    accum |= x.a[pc.identity[1]] - 1;
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|    accum |= x.b - 2;
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|    accum |= x.c[0].a[0] - 3;
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|    accum |= x.c[0].a[pc.identity[1]] - 4;
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|    accum |= x.c[0].b - 5;
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|    accum |= x.c[pc.identity[1]].a[0] - 6;
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|    accum |= x.c[pc.identity[1]].a[pc.identity[1]] - 7;
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|    accum |= x.c[pc.identity[1]].b - 8;
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|    accum |= x.d.a[0] - 9;
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|    accum |= x.d.a[pc.identity[1]] - 10;
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|    accum |= x.d.b - 11;
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|   uvec4 color = (accum != 0) ? uvec4(0,0,0,0) : uvec4(1,0,0,1);
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|   imageStore(image0_0, ivec2(gl_FragCoord.x, gl_FragCoord.y), color);
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| } | 
