SPIRV-Cross/shaders/comp/struct-layout.comp

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#version 310 es
layout(local_size_x = 1) in;
struct Foo
{
mat4 m;
};
layout(std430, binding = 0) readonly buffer SSBO
{
Foo in_data[];
};
layout(std430, binding = 1) writeonly buffer SSBO2
{
Foo out_data[];
};
void main()
{
uint ident = gl_GlobalInvocationID.x;
out_data[ident].m = in_data[ident].m * in_data[ident].m;
}