#version 450 #extension GL_ARB_fragment_shader_interlock : require layout(pixel_interlock_ordered) in; layout(binding = 0, rgba8) uniform writeonly image2D img; layout(binding = 1, r32ui) uniform uimage2D img2; layout(binding = 2, rgba8) uniform readonly image2D img3; layout(binding = 3) coherent buffer Buffer { int foo; uint bar; }; layout(binding = 4) buffer Buffer2 { uint quux; }; layout(binding = 5, rgba8) uniform writeonly image2D img4; layout(binding = 6) buffer Buffer3 { int baz; }; void main() { // Deliberately outside the critical section to test usage tracking. baz = 0; imageStore(img4, ivec2(1, 1), vec4(1.0, 0.0, 0.0, 1.0)); beginInvocationInterlockARB(); imageStore(img, ivec2(0, 0), imageLoad(img3, ivec2(0, 0))); imageAtomicAdd(img2, ivec2(0, 0), 1u); foo += 42; atomicAnd(bar, quux); endInvocationInterlockARB(); }