SPIRV-Cross/reference/shaders/asm/vert/spec-constant-op-composite.asm.vk.vert
Chip Davis 68f0257f26 Use --preserve-numeric-ids when assembling test shaders.
This makes it easier to debug codegen for these shaders.
2023-06-23 14:54:16 -07:00

36 lines
896 B
GLSL

#version 450
#ifndef SPIRV_CROSS_CONSTANT_ID_201
#define SPIRV_CROSS_CONSTANT_ID_201 -10
#endif
const int _13 = SPIRV_CROSS_CONSTANT_ID_201;
const int _15 = (_13 + 2);
#ifndef SPIRV_CROSS_CONSTANT_ID_202
#define SPIRV_CROSS_CONSTANT_ID_202 100u
#endif
const uint _24 = SPIRV_CROSS_CONSTANT_ID_202;
const uint _26 = (_24 % 5u);
const int _61 = _13 - (-3) * (_13 / (-3));
const ivec4 _36 = ivec4(20, 30, _15, _61);
const ivec2 _41 = ivec2(_36.y, _36.x);
const int _62 = _36.y;
#ifndef SPIRV_CROSS_CONSTANT_ID_200
#define SPIRV_CROSS_CONSTANT_ID_200 3.141590118408203125
#endif
const float _57 = SPIRV_CROSS_CONSTANT_ID_200;
layout(location = 0) flat out int _58;
void main()
{
vec4 pos = vec4(0.0);
pos.y += float(_15);
pos.z += float(_26);
pos += vec4(_36);
vec2 _46 = pos.xy + vec2(_41);
pos = vec4(_46.x, _46.y, pos.z, pos.w);
gl_Position = pos;
_58 = _62;
}