#version 450 #extension GL_ARB_fragment_shader_interlock : require layout(pixel_interlock_ordered) in; layout(binding = 1, std430) buffer SSBO1 { uint values1[]; } _7; layout(binding = 2, std430) buffer _12_13 { uint _m0[]; } _13; layout(binding = 0, std430) buffer SSBO0 { uint values0[]; } _9; void callee2() { int _44 = int(gl_FragCoord.x); _7.values1[_44]++; } void callee() { int _52 = int(gl_FragCoord.x); _9.values0[_52]++; callee2(); if (true) { } } void _35() { _13._m0[int(gl_FragCoord.x)] = 4u; } void spvMainInterlockedBody() { callee(); _35(); } void main() { // Interlocks were used in a way not compatible with GLSL, this is very slow. beginInvocationInterlockARB(); spvMainInterlockedBody(); endInvocationInterlockARB(); }