31 lines
576 B
GLSL
31 lines
576 B
GLSL
#version 310 es
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uvec3 tint_insert_bits(uvec3 v, uvec3 n, uint offset, uint count) {
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uint s = min(offset, 32u);
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uint e = min(32u, (s + count));
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return bitfieldInsert(v, n, int(s), int((e - s)));
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}
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void f_1() {
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uvec3 v = uvec3(0u);
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uvec3 n = uvec3(0u);
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uint offset_1 = 0u;
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uint count = 0u;
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uvec3 x_17 = v;
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uvec3 x_18 = n;
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uint x_19 = offset_1;
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uint x_20 = count;
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uvec3 x_15 = tint_insert_bits(x_17, x_18, x_19, x_20);
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return;
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}
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void f() {
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f_1();
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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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f();
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return;
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}
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