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_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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2019-09-18 19:56:51 +00:00
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i8vec4 _199 = unpack8(20);
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2019-01-30 13:49:55 +00:00
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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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u8vec4 _224 = unpack8(20u);
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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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2020-09-22 16:31:38 +00:00
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FragColorInt = ivec4((((((_249 + i8vec4(registers.i8)) + i8vec4(-40)) + i8vec4(-50)) + i8vec4(int8_t(10), int8_t(20), int8_t(30), int8_t(40))) + i8vec4(ssbo.i8[4])) + i8vec4(ubo.i8));
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FragColorUint = uvec4((((((u8vec4(_249) + u8vec4(registers.u8)) + u8vec4(216)) + u8vec4(206)) + u8vec4(uint8_t(10), uint8_t(20), uint8_t(30), uint8_t(40))) + u8vec4(ssbo.u8[4])) + u8vec4(ubo.u8));
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2019-01-30 13:49:55 +00:00
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}
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