20 lines
364 B
GLSL
20 lines
364 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 a_block {
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uvec4 inner;
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};
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layout(binding = 0, std430) buffer a_block_1 {
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uvec4 inner;
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} a;
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void tint_symbol() {
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int tint_symbol_2 = 1;
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a.inner[tint_symbol_2] = (a.inner[tint_symbol_2] - 1u);
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a.inner.z = (a.inner.z - 1u);
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}
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