2017-11-22 11:08:06 +00:00
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#version 310 es
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0, std430) readonly buffer SSBO
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{
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mat4 mvp;
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vec4 in_data[];
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} _24;
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layout(binding = 1, std430) writeonly buffer SSBO2
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{
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vec4 out_data[];
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} _89;
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void main()
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{
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vec4 _93;
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2018-01-18 11:07:10 +00:00
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_93 = _24.in_data[gl_GlobalInvocationID.x];
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2018-03-12 13:58:40 +00:00
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for (int _94 = 0; (_94 + 1) < 10; )
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2017-11-22 11:08:06 +00:00
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{
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2018-03-12 13:58:40 +00:00
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_93 *= 2.0;
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_94 += 2;
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continue;
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2017-11-22 11:08:06 +00:00
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}
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vec4 _95;
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_95 = _93;
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vec4 _100;
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2018-03-12 13:58:40 +00:00
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for (uint _97 = 0u; _97 < 16u; _95 = _100, _97++)
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2017-11-22 11:08:06 +00:00
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{
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_100 = _95;
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2018-03-12 13:58:40 +00:00
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for (uint _101 = 0u; _101 < 30u; )
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2017-11-22 11:08:06 +00:00
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{
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2018-03-12 13:58:40 +00:00
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_100 = _24.mvp * _100;
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_101++;
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2017-11-22 11:08:06 +00:00
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continue;
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}
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}
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_89.out_data[gl_GlobalInvocationID.x] = _95;
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}
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