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

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#version 310 es
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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{
vec4 in_data[];
} _23;
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layout(binding = 1, std430) writeonly buffer SSBO2
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{
vec4 out_data[];
} _45;
layout(binding = 2, std430) buffer SSBO3
{
uint counter;
} _48;
void main()
{
uint ident = gl_GlobalInvocationID.x;
vec4 idata = _23.in_data[ident];
if (dot(idata, vec4(1.0, 5.0, 6.0, 2.0)) > 8.19999980926513671875)
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{
uint _52 = atomicAdd(_48.counter, 1u);
_45.out_data[_52] = idata;
}
}