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

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#version 450
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 1, std430) buffer SSBO
{
float a;
} _9;
layout(binding = 0, std140) uniform UBO
{
float b;
} _14;
void main()
{
_9.a = intBitsToFloat(floatBitsToInt(_14.b) ^ int(0x80000000));
}