28 lines
462 B
GLSL
28 lines
462 B
GLSL
#version 310 es
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precision mediump float;
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vec3 Bad(uint index, vec3 rd) {
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vec3 normal = vec3(0.0f);
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normal[index] = -(sign(rd[index]));
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return normalize(normal);
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}
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struct S {
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vec3 v;
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uint i;
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};
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layout(binding = 0, std430) buffer S_1 {
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vec3 v;
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uint i;
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} io;
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void tint_symbol(uint idx) {
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io.v = Bad(io.i, io.v);
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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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tint_symbol(gl_LocalInvocationIndex);
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return;
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}
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