16 lines
326 B
GLSL
16 lines
326 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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int a = 0;
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vec4 b = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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mat2 c = mat2(0.0f, 0.0f, 0.0f, 0.0f);
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void foo() {
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a = (a / 2);
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b = (b * mat4(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f)));
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c = (c * 2.0f);
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}
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