SPIRV-Cross/reference/shaders-hlsl-no-opt/asm/comp/local-size-id.asm.comp

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#ifndef SPIRV_CROSS_CONSTANT_ID_1
#define SPIRV_CROSS_CONSTANT_ID_1 11
#endif
static const int _10 = SPIRV_CROSS_CONSTANT_ID_1;
#ifndef SPIRV_CROSS_CONSTANT_ID_2
#define SPIRV_CROSS_CONSTANT_ID_2 12
#endif
static const int _11 = SPIRV_CROSS_CONSTANT_ID_2;
#ifndef SPIRV_CROSS_CONSTANT_ID_3
#define SPIRV_CROSS_CONSTANT_ID_3 13
#endif
static const int _4 = SPIRV_CROSS_CONSTANT_ID_3;
#ifndef SPIRV_CROSS_CONSTANT_ID_4
#define SPIRV_CROSS_CONSTANT_ID_4 14
#endif
static const int _5 = SPIRV_CROSS_CONSTANT_ID_4;
static const uint _29 = (uint(_4) + 3u);
static const uint3 _30 = uint3(_29, _5, 2u);
RWByteAddressBuffer _8 : register(u0);
static uint3 gl_GlobalInvocationID;
struct SPIRV_Cross_Input
{
uint3 gl_GlobalInvocationID : SV_DispatchThreadID;
};
void comp_main()
{
_8.Store4(gl_GlobalInvocationID.x * 16 + 0, asuint(((((asfloat(_8.Load4(gl_GlobalInvocationID.x * 16 + 0)) + 2.0f.xxxx) + float3(_30).xyzz) * float(_4)) * float(_5)) * float(int(2u))));
}
[numthreads(SPIRV_CROSS_CONSTANT_ID_3, SPIRV_CROSS_CONSTANT_ID_4, 2)]
void main(SPIRV_Cross_Input stage_input)
{
gl_GlobalInvocationID = stage_input.gl_GlobalInvocationID;
comp_main();
}