SPIRV-Cross/shaders/comp/composite-construct.comp

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#version 310 es
layout(local_size_x = 1) in;
layout(std430, binding = 0) buffer SSBO0
{
vec4 as[];
};
layout(std430, binding = 1) buffer SSBO1
{
vec4 bs[];
};
vec4 summe(vec4 values[3][2])
{
return values[0][0] + values[2][1] + values[0][1] + values[1][0];
}
struct Composite
{
vec4 a[2];
vec4 b[2];
};
void main()
{
vec4 values[2] = vec4[](as[gl_GlobalInvocationID.x], bs[gl_GlobalInvocationID.x]);
vec4 const_values[2] = vec4[](vec4(10.0), vec4(30.0));
vec4 copy_values[2];
copy_values = const_values;
vec4 copy_values2[2] = values;
as[gl_GlobalInvocationID.x] = summe(vec4[][](values, copy_values, copy_values2));
Composite c = Composite(values, copy_values);
float arrayofarray[2][3] = float[][](float[](1.0, 1.0, 1.0), float[](2.0, 2.0, 2.0));
float b = 10.0;
float values_scalar[4] = float[](b, b, b, b);
}