2016-04-16 07:25:14 +00:00
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#version 310 es
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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2017-01-21 09:07:38 +00:00
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layout(binding = 0, std430) readonly buffer SSBO
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2016-04-16 07:25:14 +00:00
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{
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vec4 in_data[];
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} _23;
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2017-01-21 09:07:38 +00:00
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layout(binding = 1, std430) writeonly buffer SSBO2
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2016-04-16 07:25:14 +00:00
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{
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vec4 out_data[];
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} _33;
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void main()
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{
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uint ident = gl_GlobalInvocationID.x;
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vec4 v = mod(_23.in_data[ident], _33.out_data[ident]);
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_33.out_data[ident] = v;
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2016-12-05 09:22:54 +00:00
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uvec4 vu = floatBitsToUint(_23.in_data[ident]) % floatBitsToUint(_33.out_data[ident]);
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2016-04-16 07:25:14 +00:00
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_33.out_data[ident] = uintBitsToFloat(vu);
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2016-12-05 09:22:54 +00:00
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ivec4 vi = floatBitsToInt(_23.in_data[ident]) % floatBitsToInt(_33.out_data[ident]);
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2016-04-16 07:25:14 +00:00
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_33.out_data[ident] = intBitsToFloat(vi);
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}
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