31 lines
484 B
GLSL
31 lines
484 B
GLSL
#version 310 es
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precision mediump float;
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layout (binding = 0) uniform Constants_1 {
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uint zero;
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} constants;
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layout (binding = 1) buffer Result_1 {
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uint value;
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} result;
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layout (binding = 0) buffer TestData_1 {
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int data[3];
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} s;
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int runTest() {
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return atomicOr(s.data[(0u + uint(constants.zero))], 0);
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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 tint_symbol() {
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result.value = uint(runTest());
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return;
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}
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void main() {
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tint_symbol();
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}
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