68 lines
880 B
GLSL
68 lines
880 B
GLSL
#version 310 es
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struct Inner {
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int x;
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uint pad;
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uint pad_1;
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uint pad_2;
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};
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struct S {
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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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ivec2 g;
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ivec2 h;
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mat2x3 i;
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mat3x2 j;
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Inner k;
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Inner l[4];
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};
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layout(binding = 0, std140) uniform S_std140_ubo {
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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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ivec2 g;
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ivec2 h;
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mat2x3 i;
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vec2 j_0;
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vec2 j_1;
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vec2 j_2;
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uint pad_3;
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uint pad_4;
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Inner k;
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Inner l[4];
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} s;
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mat3x2 load_s_j() {
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return mat3x2(s.j_0, s.j_1, s.j_2);
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}
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void tint_symbol() {
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ivec3 a = s.a;
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int b = s.b;
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uvec3 c = s.c;
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uint d = s.d;
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vec3 e = s.e;
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float f = s.f;
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ivec2 g = s.g;
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ivec2 h = s.h;
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mat2x3 i = s.i;
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mat3x2 j = load_s_j();
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Inner k = s.k;
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Inner l[4] = s.l;
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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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tint_symbol();
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return;
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}
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