SPIRV-Cross/reference/shaders/comp/mod.comp
Hans-Kristian Arntzen b424851706 Fix floating point OpMod.
Floating point mod uses separate builtin in GLSL.
2016-04-16 09:25:14 +02:00

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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) buffer SSBO
{
vec4 in_data[];
} _23;
layout(binding = 1, std430) buffer SSBO2
{
vec4 out_data[];
} _33;
void main()
{
uint ident = gl_GlobalInvocationID.x;
vec4 v = mod(_23.in_data[ident], _33.out_data[ident]);
_33.out_data[ident] = v;
uvec4 vu = (floatBitsToUint(_23.in_data[ident]) % floatBitsToUint(_33.out_data[ident]));
_33.out_data[ident] = uintBitsToFloat(vu);
ivec4 vi = (floatBitsToInt(_23.in_data[ident]) % floatBitsToInt(_33.out_data[ident]));
_33.out_data[ident] = intBitsToFloat(vi);
}