SPIRV-Cross/reference/shaders-no-opt/asm/comp/glsl-signed-operations.asm.comp

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#version 450
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) buffer SSBO
{
ivec4 ints;
uvec4 uints;
} _4;
void main()
{
ivec4 _19 = _4.ints;
uvec4 _20 = _4.uints;
_4.ints = abs(_19);
_4.uints = uvec4(abs(_19));
_4.ints = abs(ivec4(_20));
_4.uints = uvec4(abs(ivec4(_20)));
_4.ints = sign(_19);
_4.uints = uvec4(sign(_19));
_4.ints = sign(ivec4(_20));
_4.uints = uvec4(sign(ivec4(_20)));
_4.ints = findMSB(ivec4(_20));
_4.uints = uvec4(findMSB(ivec4(_20)));
_4.ints = findMSB(uvec4(_19));
_4.uints = uvec4(findMSB(uvec4(_19)));
_4.ints = min(_19, _19);
_4.uints = uvec4(min(_19, ivec4(_20)));
_4.ints = min(ivec4(_20), ivec4(_20));
_4.uints = uvec4(min(ivec4(_20), _19));
_4.ints = ivec4(min(uvec4(_19), _20));
_4.uints = min(uvec4(_19), _20);
_4.ints = ivec4(min(_20, uvec4(_19)));
_4.uints = min(_20, uvec4(_19));
_4.ints = max(_19, _19);
_4.uints = uvec4(max(_19, _19));
_4.ints = max(ivec4(_20), _19);
_4.uints = uvec4(max(ivec4(_20), _19));
_4.ints = ivec4(max(uvec4(_19), _20));
_4.uints = max(uvec4(_19), uvec4(_19));
_4.ints = ivec4(max(_20, uvec4(_19)));
_4.uints = max(_20, uvec4(_19));
_4.ints = clamp(ivec4(_20), ivec4(_20), ivec4(_20));
_4.uints = uvec4(clamp(ivec4(_20), ivec4(_20), ivec4(_20)));
_4.ints = ivec4(clamp(uvec4(_19), uvec4(_19), uvec4(_19)));
_4.uints = clamp(uvec4(_19), uvec4(_19), uvec4(_19));
}