27 lines
654 B
GLSL
27 lines
654 B
GLSL
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#version 450
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layout(binding = 1, rgba32f) uniform image2D RWIm;
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layout(binding = 0, rgba32f) uniform writeonly imageBuffer RWBuf;
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layout(binding = 1) uniform sampler2D ROIm;
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layout(binding = 0) uniform samplerBuffer ROBuf;
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layout(location = 0) out vec4 _entryPointOutput;
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vec4 _main()
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{
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vec4 storeTemp = vec4(10.0, 0.5, 8.0, 2.0);
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imageStore(RWIm, ivec2(uvec2(10u)), storeTemp);
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vec4 v = imageLoad(RWIm, ivec2(uvec2(30u)));
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imageStore(RWBuf, int(80u), v);
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v += texelFetch(ROIm, ivec2(uvec2(50u, 60u)), 0);
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v += texelFetch(ROBuf, int(80u));
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return v;
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}
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void main()
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{
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vec4 _45 = _main();
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_entryPointOutput = _45;
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}
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