23 lines
496 B
GLSL
23 lines
496 B
GLSL
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#version 450
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#extension GL_ARB_fragment_shader_interlock : require
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layout(sample_interlock_unordered) in;
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layout(binding = 0, rgba8) uniform writeonly image2D img;
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layout(binding = 1, r32ui) uniform uimage2D img2;
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layout(binding = 2) coherent buffer Buffer
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{
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int foo;
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uint bar;
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};
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void main()
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{
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beginInvocationInterlockARB();
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imageStore(img, ivec2(0, 0), vec4(1.0, 0.0, 0.0, 1.0));
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imageAtomicAdd(img2, ivec2(0, 0), 1u);
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foo += 42;
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atomicAnd(bar, 0xff);
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endInvocationInterlockARB();
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}
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