SPIRV-Cross/reference/shaders/comp/casts.comp

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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 1, std430) buffer SSBO1
{
ivec4 outputs[];
} _21;
layout(binding = 0, std430) buffer SSBO0
{
ivec4 inputs[];
} _27;
void main()
{
uint ident = gl_GlobalInvocationID.x;
_21.outputs[ident] = ivec4(notEqual((_27.inputs[ident] & ivec4(3)), ivec4(uvec4(0u))));
}