SPIRV-Cross/reference/shaders/comp/basic.comp
Hans-Kristian Arntzen e67f6f85a4 Defer parenthesis generation until needed.
Previously, we would generate parentheses proactively when generating
binary ops, however, this leads to uglier code and hits warnings in
compilers when used as a conditional.
2016-12-05 10:56:54 +01:00

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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[];
} _45;
layout(binding = 2, std430) buffer SSBO3
{
uint counter;
} _48;
void main()
{
uint ident = gl_GlobalInvocationID.x;
vec4 idata = _23.in_data[ident];
if (dot(idata, vec4(1.0, 5.0, 6.0, 2.0)) > 8.19999980926513671875)
{
uint _52 = atomicAdd(_48.counter, 1u);
_45.out_data[_52] = idata;
}
}