SPIRV-Cross/shaders/comp/casts.comp

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#version 310 es
layout(local_size_x = 1) in;
layout(binding = 0, std430) buffer SSBO0
{
ivec4 inputs[];
};
layout(binding = 1, std430) buffer SSBO1
{
ivec4 outputs[];
};
void main()
{
uint ident = gl_GlobalInvocationID.x;
outputs[ident] = ivec4(bvec4(inputs[ident] & 0x3));
}