SPIRV-Cross/shaders-msl/frag/frag-discard-checks.discard-checks.msl23.frag

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#version 450
layout(set=0, binding=0, std430) buffer foo_t
{
float x;
uint y;
} foo;
layout(r32ui, set=0, binding=1) uniform uimage2D bar;
layout(location=0) out vec4 fragColor;
vec4 frag_body() {
foo.x = 1.0f;
atomicExchange(foo.y, 0);
if (int(gl_FragCoord.x) == 3)
discard;
imageStore(bar, ivec2(gl_FragCoord.xy), uvec4(1));
atomicAdd(foo.y, 42);
imageAtomicOr(bar, ivec2(gl_FragCoord.xy), 0x3e);
atomicAnd(foo.y, 0xffff);
atomicXor(foo.y, 0xffffff00);
atomicMin(foo.y, 1);
imageAtomicMax(bar, ivec2(gl_FragCoord.xy), 100);
imageAtomicCompSwap(bar, ivec2(gl_FragCoord.xy), 100, 42);
return vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
void main() {
fragColor = frag_body();
}