SPIRV-Cross/shaders-msl/comp/udiv.comp

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#version 310 es
layout(local_size_x = 1) in;
layout(std430, binding = 0) buffer SSBO
{
uint inputs[];
};
layout(std430, binding = 1) buffer SSBO2
{
uint outputs[];
};
void main()
{
outputs[gl_GlobalInvocationID.x] = inputs[gl_GlobalInvocationID.x] / 29u;
}