2021-11-16 15:15:36 +00:00
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#version 310 es
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precision mediump float;
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struct Inner {
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ivec3 a;
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int b;
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uvec3 c;
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uint d;
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vec3 e;
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float f;
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mat2x3 g;
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mat3x2 h;
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ivec4 i[4];
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};
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2022-01-25 20:06:05 +00:00
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layout(binding = 0) buffer S_1 {
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2021-11-16 15:15:36 +00:00
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Inner arr[];
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} s;
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2022-01-28 22:36:58 +00:00
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void tint_symbol(uint idx) {
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2021-11-16 15:15:36 +00:00
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s.arr[idx].a = ivec3(0, 0, 0);
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s.arr[idx].b = 0;
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s.arr[idx].c = uvec3(0u, 0u, 0u);
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s.arr[idx].d = 0u;
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s.arr[idx].e = vec3(0.0f, 0.0f, 0.0f);
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s.arr[idx].f = 0.0f;
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s.arr[idx].g = mat2x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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s.arr[idx].h = mat3x2(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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2022-01-28 22:36:58 +00:00
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ivec4 tint_symbol_1[4] = ivec4[4](ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0), ivec4(0, 0, 0, 0));
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s.arr[idx].i = tint_symbol_1;
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2021-11-16 15:15:36 +00:00
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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2022-01-28 22:36:58 +00:00
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tint_symbol(gl_LocalInvocationIndex);
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return;
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2021-11-16 15:15:36 +00:00
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}
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