#version 450 #extension GL_ARB_fragment_shader_interlock : require layout(pixel_interlock_ordered) in; layout(binding = 2, std430) coherent buffer Buffer { int foo; uint bar; } _30; layout(binding = 0, rgba8) uniform writeonly image2D img; layout(binding = 1, r32ui) uniform uimage2D img2; void main() { beginInvocationInterlockARB(); imageStore(img, ivec2(0), vec4(1.0, 0.0, 0.0, 1.0)); uint _27 = imageAtomicAdd(img2, ivec2(0), 1u); _30.foo += 42; uint _41 = atomicAnd(_30.bar, 255u); endInvocationInterlockARB(); }