SPIRV-Cross/reference/opt/shaders/desktop-only/comp/fp64.desktop.comp
2017-11-23 09:50:11 +01:00

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#version 450
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
struct M0
{
double v;
dvec2 b[2];
dmat2x3 c;
dmat3x2 d;
};
layout(binding = 0, std430) buffer SSBO0
{
dvec4 a;
M0 m0;
dmat4 b;
} ssbo_0;
layout(binding = 1, std430) buffer SSBO1
{
dmat4 a;
dvec4 b;
M0 m0;
} ssbo_1;
layout(binding = 2, std430) buffer SSBO2
{
double a[4];
dvec2 b[4];
} ssbo_2;
layout(binding = 3, std140) buffer SSBO3
{
double a[4];
dvec2 b[4];
} ssbo_3;
void main()
{
ssbo_0.a += dvec4(10.0lf, 20.0lf, 30.0lf, 40.0lf);
ssbo_0.a += dvec4(20.0lf);
dvec4 _40 = ssbo_0.a;
ssbo_0.a = abs(_40);
ssbo_0.a = sign(_40);
ssbo_0.a = floor(_40);
ssbo_0.a = trunc(_40);
ssbo_0.a = round(_40);
ssbo_0.a = roundEven(_40);
ssbo_0.a = ceil(_40);
ssbo_0.a = fract(_40);
ssbo_0.a = mod(_40, dvec4(20.0lf));
ssbo_0.a = mod(_40, _40);
ssbo_0.a = min(_40, _40);
ssbo_0.a = max(_40, _40);
ssbo_0.a = clamp(_40, _40, _40);
ssbo_0.a = mix(_40, _40, _40);
ssbo_0.a = step(_40, _40);
ssbo_0.a = smoothstep(_40, _40, _40);
ssbo_1.b.x += 1.0lf;
ssbo_2.b[0].x += 1.0lf;
ssbo_3.b[0].x += 1.0lf;
}