23 lines
721 B
GLSL
23 lines
721 B
GLSL
#version 310 es
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precision mediump float;
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struct ComputeInputs0 {
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uvec3 local_invocation_id;
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};
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struct ComputeInputs1 {
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uvec3 workgroup_id;
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};
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void tint_symbol(ComputeInputs0 inputs0, uint local_invocation_index, uvec3 global_invocation_id, ComputeInputs1 inputs1) {
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uint foo = (((inputs0.local_invocation_id.x + local_invocation_index) + global_invocation_id.x) + inputs1.workgroup_id.x);
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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 main() {
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ComputeInputs0 tint_symbol_1 = ComputeInputs0(gl_LocalInvocationID);
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ComputeInputs1 tint_symbol_2 = ComputeInputs1(gl_WorkGroupID);
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tint_symbol(tint_symbol_1, gl_LocalInvocationIndex, gl_GlobalInvocationID, tint_symbol_2);
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return;
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}
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