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

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static const uint3 gl_WorkGroupSize = uint3(1u, 1u, 1u);
RWByteAddressBuffer _9 : register(u1);
cbuffer UBO : register(b0)
{
float _14_b : packoffset(c0);
};
void comp_main()
{
_9.Store(0, asuint(asfloat(asint(_14_b) ^ int(0x80000000))));
}
[numthreads(1, 1, 1)]
void main()
{
comp_main();
}