2019-01-30 13:49:55 +00:00
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#version 450
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#extension GL_EXT_shader_explicit_arithmetic_types_int16 : require
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#extension GL_EXT_shader_16bit_storage : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
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#extension GL_EXT_shader_8bit_storage : require
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layout(set = 0, binding = 1, std430) buffer SSBO
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{
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int8_t i8[16];
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uint8_t u8[16];
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} ssbo;
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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int8_t i8;
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uint8_t u8;
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} ubo;
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layout(push_constant, std430) uniform Push
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{
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int8_t i8;
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uint8_t u8;
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} registers;
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layout(location = 0) flat in ivec4 vColor;
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layout(location = 0) out ivec4 FragColorInt;
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layout(location = 1) out uvec4 FragColorUint;
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void main()
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{
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int16_t _196 = 10s;
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int _197 = 20;
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2020-05-20 14:27:49 +00:00
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i8vec2 _202 = unpack8(10s);
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i8vec2 _198 = _202;
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2019-09-18 19:56:51 +00:00
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i8vec4 _199 = unpack8(20);
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2020-05-20 14:27:49 +00:00
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_196 = pack16(_202);
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2019-01-30 13:49:55 +00:00
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_197 = pack32(_199);
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ssbo.i8[0] = _199.x;
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ssbo.i8[1] = _199.y;
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ssbo.i8[2] = _199.z;
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ssbo.i8[3] = _199.w;
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2020-05-20 14:27:49 +00:00
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uint16_t _221 = 10us;
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uint _222 = 20u;
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u8vec2 _227 = unpack8(10us);
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u8vec2 _223 = _227;
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u8vec4 _224 = unpack8(20u);
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_221 = pack16(_227);
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_222 = pack32(_224);
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ssbo.u8[0] = _224.x;
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ssbo.u8[1] = _224.y;
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ssbo.u8[2] = _224.z;
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ssbo.u8[3] = _224.w;
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i8vec4 _249 = i8vec4(vColor);
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i8vec4 _246 = _249;
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i8vec4 _254 = _249 + i8vec4(registers.i8);
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_246 = _254;
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i8vec4 _257 = _254 + i8vec4(-40);
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_246 = _257;
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i8vec4 _259 = _257 + i8vec4(-50);
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_246 = _259;
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i8vec4 _261 = _259 + i8vec4(int8_t(10), int8_t(20), int8_t(30), int8_t(40));
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_246 = _261;
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i8vec4 _266 = _261 + i8vec4(ssbo.i8[4]);
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_246 = _266;
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i8vec4 _271 = _266 + i8vec4(ubo.i8);
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_246 = _271;
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FragColorInt = ivec4(_271);
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u8vec4 _278 = u8vec4(_249);
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u8vec4 _274 = _278;
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u8vec4 _283 = _278 + u8vec4(registers.u8);
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_274 = _283;
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u8vec4 _286 = _283 + u8vec4(216);
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_274 = _286;
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u8vec4 _288 = _286 + u8vec4(206);
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_274 = _288;
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u8vec4 _290 = _288 + u8vec4(uint8_t(10), uint8_t(20), uint8_t(30), uint8_t(40));
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_274 = _290;
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u8vec4 _295 = _290 + u8vec4(ssbo.u8[4]);
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_274 = _295;
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u8vec4 _300 = _295 + u8vec4(ubo.u8);
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_274 = _300;
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FragColorUint = uvec4(_300);
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2019-01-30 13:49:55 +00:00
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}
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