2019-01-30 13:49:55 +00:00
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#version 450
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#extension GL_EXT_shader_explicit_arithmetic_types_int16 : require
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
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#extension GL_EXT_shader_8bit_storage : require
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layout(set = 0, binding = 1, std430) buffer SSBO
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{
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int8_t i8[16];
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uint8_t u8[16];
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} ssbo;
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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int8_t i8;
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uint8_t u8;
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} ubo;
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layout(push_constant, std430) uniform Push
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{
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int8_t i8;
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uint8_t u8;
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} registers;
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layout(location = 0) flat in ivec4 vColor;
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layout(location = 0) out ivec4 FragColorInt;
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layout(location = 1) out uvec4 FragColorUint;
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void main()
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{
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int16_t _196 = 10s;
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int _197 = 20;
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2019-09-18 19:56:51 +00:00
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i8vec2 _201 = unpack8(10s);
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i8vec2 _198 = _201;
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i8vec4 _199 = unpack8(20);
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_196 = pack16(_201);
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2019-01-30 13:49:55 +00:00
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_197 = pack32(_199);
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ssbo.i8[0] = _199.x;
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ssbo.i8[1] = _199.y;
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ssbo.i8[2] = _199.z;
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ssbo.i8[3] = _199.w;
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uint16_t _220 = 10us;
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uint _221 = 20u;
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2019-09-18 19:56:51 +00:00
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u8vec2 _225 = unpack8(10us);
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u8vec2 _222 = _225;
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u8vec4 _223 = unpack8(20u);
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_220 = pack16(_225);
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2019-01-30 13:49:55 +00:00
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_221 = pack32(_223);
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ssbo.u8[0] = _223.x;
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ssbo.u8[1] = _223.y;
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ssbo.u8[2] = _223.z;
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ssbo.u8[3] = _223.w;
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i8vec4 _246 = i8vec4(vColor);
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i8vec4 _244 = _246;
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2019-09-18 19:56:51 +00:00
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i8vec4 _251 = _246 + i8vec4(registers.i8);
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_244 = _251;
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i8vec4 _254 = _251 + i8vec4(-40);
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_244 = _254;
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i8vec4 _256 = _254 + i8vec4(-50);
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_244 = _256;
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i8vec4 _258 = _256 + i8vec4(int8_t(10), int8_t(20), int8_t(30), int8_t(40));
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_244 = _258;
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i8vec4 _263 = _258 + i8vec4(ssbo.i8[4]);
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_244 = _263;
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i8vec4 _268 = _263 + i8vec4(ubo.i8);
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_244 = _268;
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FragColorInt = ivec4(_268);
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u8vec4 _274 = u8vec4(_246);
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u8vec4 _271 = _274;
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u8vec4 _279 = _274 + u8vec4(registers.u8);
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_271 = _279;
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u8vec4 _282 = _279 + u8vec4(216);
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_271 = _282;
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u8vec4 _284 = _282 + u8vec4(206);
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_271 = _284;
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u8vec4 _286 = _284 + u8vec4(uint8_t(10), uint8_t(20), uint8_t(30), uint8_t(40));
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_271 = _286;
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u8vec4 _291 = _286 + u8vec4(ssbo.u8[4]);
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_271 = _291;
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u8vec4 _296 = _291 + u8vec4(ubo.u8);
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_271 = _296;
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FragColorUint = uvec4(_296);
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2019-01-30 13:49:55 +00:00
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}
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