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

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#version 310 es
layout(local_size_x = 4, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0, std430) readonly buffer SSBO
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{
float in_data[];
} _22;
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layout(binding = 1, std430) writeonly buffer SSBO2
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{
float out_data[];
} _38;
layout(binding = 2, std430) buffer SSBO3
{
uint count;
} _41;
void main()
{
uint ident = gl_GlobalInvocationID.x;
float idata = _22.in_data[ident];
if (idata > 12.0)
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{
uint _45 = atomicAdd(_41.count, 1u);
_38.out_data[_45] = idata;
}
}