34 lines
826 B
GLSL
34 lines
826 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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vec4 my_global = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 0, std140) uniform my_uniform_block_ubo {
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float inner;
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} my_uniform;
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uniform highp sampler2D my_texture_my_sampler;
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void foo_member_initialize() {
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bvec2 vb2 = bvec2(false, false);
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vb2.x = (my_global.z != 0.0f);
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vb2.x = (my_uniform.inner == -1.0f);
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vb2 = bvec2((my_uniform.inner == -1.0f), false);
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if (vb2.x) {
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vec4 r = texture(my_texture_my_sampler, vec2(0.0f), 0.0f);
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}
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}
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void foo_default_initialize() {
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bvec2 vb2 = bvec2(false, false);
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vb2.x = (my_global.z != 0.0f);
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vb2.x = (my_uniform.inner == -1.0f);
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vb2 = bvec2(false);
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if (vb2.x) {
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vec4 r = texture(my_texture_my_sampler, vec2(0.0f), 0.0f);
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}
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}
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