SPIRV-Cross/reference/shaders/comp/culling.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 = 4, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) buffer SSBO
{
float in_data[];
} _22;
layout(binding = 1, std430) buffer SSBO2
{
float out_data[];
} _38;
layout(binding = 2, std430) buffer SSBO3
{
uint count;
} _41;
void main()
{
uint ident = gl_GlobalInvocationID.x;
float idata = _22.in_data[ident];
if (idata > 12.0)
{
uint _45 = atomicAdd(_41.count, 1u);
_38.out_data[_45] = idata;
}
}