33 lines
688 B
GLSL
33 lines
688 B
GLSL
#version 450
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layout(set=0, binding=0, std430) buffer foo_t
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{
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float x;
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uint y;
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} foo;
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layout(r32ui, set=0, binding=1) uniform uimage2D bar;
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layout(location=0) out vec4 fragColor;
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vec4 frag_body() {
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foo.x = 1.0f;
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atomicExchange(foo.y, 0);
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if (int(gl_FragCoord.x) == 3)
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discard;
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imageStore(bar, ivec2(gl_FragCoord.xy), uvec4(1));
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atomicAdd(foo.y, 42);
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imageAtomicOr(bar, ivec2(gl_FragCoord.xy), 0x3e);
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atomicAnd(foo.y, 0xffff);
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atomicXor(foo.y, 0xffffff00);
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atomicMin(foo.y, 1);
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imageAtomicMax(bar, ivec2(gl_FragCoord.xy), 100);
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imageAtomicCompSwap(bar, ivec2(gl_FragCoord.xy), 100, 42);
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return vec4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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void main() {
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fragColor = frag_body();
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}
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