SPIRV-Cross/shaders-hlsl-no-opt/comp/intmin-literal.comp

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#version 450
layout(local_size_x = 1) in;
layout(set = 0, binding = 1) buffer SSBO
{
float a;
};
layout(set = 0, binding = 0) uniform UBO
{
float b;
};
void main()
{
a = intBitsToFloat(floatBitsToInt(b) ^ 0x80000000);
}