23 lines
476 B
GLSL
23 lines
476 B
GLSL
#version 310 es
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void unused_entry_point() {
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return;
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}
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struct S {
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ivec4 a;
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};
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layout(binding = 0, std430) buffer v_block_ssbo {
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S inner;
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} v;
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ivec4 tint_div(ivec4 lhs, ivec4 rhs) {
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return (lhs / mix(rhs, ivec4(1), bvec4(uvec4(equal(rhs, ivec4(0))) | uvec4(bvec4(uvec4(equal(lhs, ivec4(-2147483648))) & uvec4(equal(rhs, ivec4(-1))))))));
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}
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void foo() {
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v.inner.a = tint_div(v.inner.a, ivec4(2));
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}
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