SPIRV-Cross/reference/opt/shaders/vulkan/frag/shader-arithmetic-8bit.nocompat.vk.frag.vk
dan sinclair 8bf916f575 Roll dependencies
This CL updates the GLSLang, SPIRV-Tools and SPIRV-Headers dependencies.
2020-05-20 10:27:51 -04:00

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#version 450
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : require
#extension GL_EXT_shader_16bit_storage : require
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : require
#extension GL_EXT_shader_8bit_storage : require
layout(set = 0, binding = 1, std430) buffer SSBO
{
int8_t i8[16];
uint8_t u8[16];
} ssbo;
layout(set = 0, binding = 0, std140) uniform UBO
{
int8_t i8;
uint8_t u8;
} ubo;
layout(push_constant, std430) uniform Push
{
int8_t i8;
uint8_t u8;
} registers;
layout(location = 0) flat in ivec4 vColor;
layout(location = 0) out ivec4 FragColorInt;
layout(location = 1) out uvec4 FragColorUint;
void main()
{
int16_t _196 = 10s;
int _197 = 20;
i8vec2 _202 = unpack8(10s);
i8vec2 _198 = _202;
i8vec4 _199 = unpack8(20);
_196 = pack16(_202);
_197 = pack32(_199);
ssbo.i8[0] = _199.x;
ssbo.i8[1] = _199.y;
ssbo.i8[2] = _199.z;
ssbo.i8[3] = _199.w;
uint16_t _221 = 10us;
uint _222 = 20u;
u8vec2 _227 = unpack8(10us);
u8vec2 _223 = _227;
u8vec4 _224 = unpack8(20u);
_221 = pack16(_227);
_222 = pack32(_224);
ssbo.u8[0] = _224.x;
ssbo.u8[1] = _224.y;
ssbo.u8[2] = _224.z;
ssbo.u8[3] = _224.w;
i8vec4 _249 = i8vec4(vColor);
i8vec4 _246 = _249;
i8vec4 _254 = _249 + i8vec4(registers.i8);
_246 = _254;
i8vec4 _257 = _254 + i8vec4(-40);
_246 = _257;
i8vec4 _259 = _257 + i8vec4(-50);
_246 = _259;
i8vec4 _261 = _259 + i8vec4(int8_t(10), int8_t(20), int8_t(30), int8_t(40));
_246 = _261;
i8vec4 _266 = _261 + i8vec4(ssbo.i8[4]);
_246 = _266;
i8vec4 _271 = _266 + i8vec4(ubo.i8);
_246 = _271;
FragColorInt = ivec4(_271);
u8vec4 _278 = u8vec4(_249);
u8vec4 _274 = _278;
u8vec4 _283 = _278 + u8vec4(registers.u8);
_274 = _283;
u8vec4 _286 = _283 + u8vec4(216);
_274 = _286;
u8vec4 _288 = _286 + u8vec4(206);
_274 = _288;
u8vec4 _290 = _288 + u8vec4(uint8_t(10), uint8_t(20), uint8_t(30), uint8_t(40));
_274 = _290;
u8vec4 _295 = _290 + u8vec4(ssbo.u8[4]);
_274 = _295;
u8vec4 _300 = _295 + u8vec4(ubo.u8);
_274 = _300;
FragColorUint = uvec4(_300);
}