52 lines
880 B
GLSL
52 lines
880 B
GLSL
#version 310 es
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precision mediump float;
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struct Inner {
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ivec3 a;
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int b;
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uvec3 c;
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uint d;
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vec3 e;
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float f;
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ivec2 g;
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ivec2 h;
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mat2x3 i;
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mat3x2 j;
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ivec4 k[4];
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};
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layout (binding = 0) uniform S_1 {
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Inner arr[8];
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} s;
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struct tint_symbol_2 {
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uint idx;
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};
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void tint_symbol_inner(uint idx) {
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ivec3 a = s.arr[idx].a;
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int b = s.arr[idx].b;
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uvec3 c = s.arr[idx].c;
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uint d = s.arr[idx].d;
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vec3 e = s.arr[idx].e;
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float f = s.arr[idx].f;
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ivec2 g = s.arr[idx].g;
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ivec2 h = s.arr[idx].h;
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mat2x3 i = s.arr[idx].i;
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mat3x2 j = s.arr[idx].j;
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ivec4 k[4] = s.arr[idx].k;
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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(tint_symbol_2 tint_symbol_1) {
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tint_symbol_inner(tint_symbol_1.idx);
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return;
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}
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void main() {
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tint_symbol_2 inputs;
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inputs.idx = uint(gl_LocalInvocationIndex);
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tint_symbol(inputs);
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}
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