#version 450 #extension GL_ARB_gpu_shader_int64 : require layout(local_size_x = 1) in; layout(set = 0, binding = 1) buffer SSBO { float a; }; layout(set = 0, binding = 0) uniform UBO { float b; }; void main() { int64_t v = int64_t(floatBitsToInt(b)); v ^= 0x8000000000000000L; a = intBitsToFloat(int(v)); }