SPIRV-Cross/shaders/comp/mod.comp

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#version 310 es
layout(local_size_x = 1) in;
layout(std430, binding = 0) readonly buffer SSBO
{
vec4 in_data[];
};
layout(std430, binding = 1) writeonly buffer SSBO2
{
vec4 out_data[];
};
void main()
{
uint ident = gl_GlobalInvocationID.x;
vec4 v = mod(in_data[ident], out_data[ident]);
out_data[ident] = v;
uvec4 vu = floatBitsToUint(in_data[ident]) % floatBitsToUint(out_data[ident]);
out_data[ident] = uintBitsToFloat(vu);
ivec4 vi = floatBitsToInt(in_data[ident]) % floatBitsToInt(out_data[ident]);
out_data[ident] = intBitsToFloat(vi);
}