SPIRV-Cross/reference/shaders-no-opt/asm/comp/spec-constant-name-aliasing.vk.asm.comp

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#version 450
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
#ifndef SPIRV_CROSS_CONSTANT_ID_0
#define SPIRV_CROSS_CONSTANT_ID_0 0
#endif
const int A = SPIRV_CROSS_CONSTANT_ID_0;
#ifndef SPIRV_CROSS_CONSTANT_ID_1
#define SPIRV_CROSS_CONSTANT_ID_1 1
#endif
const int A_1 = SPIRV_CROSS_CONSTANT_ID_1;
#ifndef SPIRV_CROSS_CONSTANT_ID_2
#define SPIRV_CROSS_CONSTANT_ID_2 2
#endif
const int A_2 = SPIRV_CROSS_CONSTANT_ID_2;
#ifndef SPIRV_CROSS_CONSTANT_ID_3
#define SPIRV_CROSS_CONSTANT_ID_3 3
#endif
const int A_3 = SPIRV_CROSS_CONSTANT_ID_3;
#ifndef SPIRV_CROSS_CONSTANT_ID_4
#define SPIRV_CROSS_CONSTANT_ID_4 4
#endif
const int A_4 = SPIRV_CROSS_CONSTANT_ID_4;
#ifndef SPIRV_CROSS_CONSTANT_ID_5
#define SPIRV_CROSS_CONSTANT_ID_5 5
#endif
const int A_5 = SPIRV_CROSS_CONSTANT_ID_5;
const int A_6 = (A - A_1);
const int A_7 = (A_6 - A_2);
const int A_8 = (A_7 - A_3);
const int A_9 = (A_8 - A_4);
const int A_10 = (A_9 - A_5);
const int A_11 = (A_10 + A_5);
layout(binding = 0, std430) buffer SSBO
{
int values[];
} _5;
void main()
{
_5.values[gl_GlobalInvocationID.x] = A_11;
}