ee31e84e30
Need special workarounds to handle array load/store since array size is unsized in GLSL, and array copy is not possible. Also, consider bitcast for scalar loads and stores.
29 lines
566 B
GLSL
29 lines
566 B
GLSL
#version 450
|
|
|
|
layout(binding = 0, std140) uniform uBuffer
|
|
{
|
|
vec4 color;
|
|
} x_12;
|
|
|
|
layout(location = 0) out vec4 fragColor;
|
|
const vec4 _2_init = vec4(0.0);
|
|
|
|
void main()
|
|
{
|
|
fragColor = _2_init;
|
|
gl_SampleMask[0] = 0;
|
|
fragColor = x_12.color;
|
|
gl_SampleMask[0] = int(uint(6));
|
|
gl_SampleMask[0] = int(uint(gl_SampleMask[0]));
|
|
uint _30_unrolled[1];
|
|
for (int i = 0; i < int(1); i++)
|
|
{
|
|
_30_unrolled[i] = int(gl_SampleMask[i]);
|
|
}
|
|
for (int i = 0; i < int(1); i++)
|
|
{
|
|
gl_SampleMask[i] = int(_30_unrolled[i]);
|
|
}
|
|
}
|
|
|