#version 450 core | |
#extension GL_EXT_buffer_reference : enable | |
layout (push_constant, std430) uniform Block { int identity[32]; } pc; | |
layout(r32ui, set = 3, binding = 0) uniform uimage2D image0_0; | |
layout(buffer_reference) buffer T1; | |
layout(set = 3, binding = 1, buffer_reference) buffer T1 { | |
layout(offset = 0) int a[2]; // stride = 4 for std430, 16 for std140 | |
layout(offset = 32) int b; | |
layout(offset = 48) T1 c[2]; // stride = 8 for std430, 16 for std140 | |
layout(offset = 80) T1 d; | |
} x; | |
void main() | |
{ | |
int accum = 0, temp; | |
accum |= x.a[0] - 0; | |
accum |= x.a[pc.identity[1]] - 1; | |
accum |= x.b - 2; | |
accum |= x.c[0].a[0] - 3; | |
accum |= x.c[0].a[pc.identity[1]] - 4; | |
accum |= x.c[0].b - 5; | |
accum |= x.c[pc.identity[1]].a[0] - 6; | |
accum |= x.c[pc.identity[1]].a[pc.identity[1]] - 7; | |
accum |= x.c[pc.identity[1]].b - 8; | |
accum |= x.d.a[0] - 9; | |
accum |= x.d.a[pc.identity[1]] - 10; | |
accum |= x.d.b - 11; | |
uvec4 color = (accum != 0) ? uvec4(0,0,0,0) : uvec4(1,0,0,1); | |
imageStore(image0_0, ivec2(gl_FragCoord.x, gl_FragCoord.y), color); | |
} |