132 lines
3.2 KiB
GLSL
132 lines
3.2 KiB
GLSL
#version 310 es
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struct Inner {
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float scalar_f32;
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int scalar_i32;
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uint scalar_u32;
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uint pad;
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vec2 vec2_f32;
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ivec2 vec2_i32;
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uvec2 vec2_u32;
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uint pad_1;
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uint pad_2;
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vec3 vec3_f32;
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uint pad_3;
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ivec3 vec3_i32;
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uint pad_4;
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uvec3 vec3_u32;
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uint pad_5;
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vec4 vec4_f32;
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ivec4 vec4_i32;
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uvec4 vec4_u32;
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mat2 mat2x2_f32;
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mat2x3 mat2x3_f32;
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mat2x4 mat2x4_f32;
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mat3x2 mat3x2_f32;
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uint pad_6;
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uint pad_7;
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mat3 mat3x3_f32;
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mat3x4 mat3x4_f32;
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mat4x2 mat4x2_f32;
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mat4x3 mat4x3_f32;
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mat4 mat4x4_f32;
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vec3 arr2_vec3_f32[2];
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};
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struct Inner_std140 {
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float scalar_f32;
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int scalar_i32;
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uint scalar_u32;
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uint pad;
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vec2 vec2_f32;
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ivec2 vec2_i32;
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uvec2 vec2_u32;
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uint pad_1;
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uint pad_2;
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vec3 vec3_f32;
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uint pad_3;
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ivec3 vec3_i32;
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uint pad_4;
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uvec3 vec3_u32;
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uint pad_5;
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vec4 vec4_f32;
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ivec4 vec4_i32;
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uvec4 vec4_u32;
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vec2 mat2x2_f32_0;
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vec2 mat2x2_f32_1;
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mat2x3 mat2x3_f32;
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mat2x4 mat2x4_f32;
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vec2 mat3x2_f32_0;
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vec2 mat3x2_f32_1;
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vec2 mat3x2_f32_2;
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uint pad_6;
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uint pad_7;
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mat3 mat3x3_f32;
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mat3x4 mat3x4_f32;
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vec2 mat4x2_f32_0;
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vec2 mat4x2_f32_1;
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vec2 mat4x2_f32_2;
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vec2 mat4x2_f32_3;
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mat4x3 mat4x3_f32;
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mat4 mat4x4_f32;
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vec3 arr2_vec3_f32[2];
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};
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struct S {
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Inner arr[8];
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};
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struct S_std140 {
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Inner_std140 arr[8];
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};
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layout(binding = 0, std140) uniform ub_block_std140_ubo {
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S_std140 inner;
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} ub;
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mat2 load_ub_inner_arr_p0_mat2x2_f32(uint p0) {
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uint s_save = p0;
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return mat2(ub.inner.arr[s_save].mat2x2_f32_0, ub.inner.arr[s_save].mat2x2_f32_1);
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}
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mat3x2 load_ub_inner_arr_p0_mat3x2_f32(uint p0) {
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uint s_save_1 = p0;
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return mat3x2(ub.inner.arr[s_save_1].mat3x2_f32_0, ub.inner.arr[s_save_1].mat3x2_f32_1, ub.inner.arr[s_save_1].mat3x2_f32_2);
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}
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mat4x2 load_ub_inner_arr_p0_mat4x2_f32(uint p0) {
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uint s_save_2 = p0;
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return mat4x2(ub.inner.arr[s_save_2].mat4x2_f32_0, ub.inner.arr[s_save_2].mat4x2_f32_1, ub.inner.arr[s_save_2].mat4x2_f32_2, ub.inner.arr[s_save_2].mat4x2_f32_3);
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}
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void tint_symbol(uint idx) {
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float scalar_f32 = ub.inner.arr[idx].scalar_f32;
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int scalar_i32 = ub.inner.arr[idx].scalar_i32;
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uint scalar_u32 = ub.inner.arr[idx].scalar_u32;
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vec2 vec2_f32 = ub.inner.arr[idx].vec2_f32;
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ivec2 vec2_i32 = ub.inner.arr[idx].vec2_i32;
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uvec2 vec2_u32 = ub.inner.arr[idx].vec2_u32;
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vec3 vec3_f32 = ub.inner.arr[idx].vec3_f32;
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ivec3 vec3_i32 = ub.inner.arr[idx].vec3_i32;
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uvec3 vec3_u32 = ub.inner.arr[idx].vec3_u32;
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vec4 vec4_f32 = ub.inner.arr[idx].vec4_f32;
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ivec4 vec4_i32 = ub.inner.arr[idx].vec4_i32;
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uvec4 vec4_u32 = ub.inner.arr[idx].vec4_u32;
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mat2 mat2x2_f32 = load_ub_inner_arr_p0_mat2x2_f32(uint(idx));
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mat2x3 mat2x3_f32 = ub.inner.arr[idx].mat2x3_f32;
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mat2x4 mat2x4_f32 = ub.inner.arr[idx].mat2x4_f32;
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mat3x2 mat3x2_f32 = load_ub_inner_arr_p0_mat3x2_f32(uint(idx));
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mat3 mat3x3_f32 = ub.inner.arr[idx].mat3x3_f32;
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mat3x4 mat3x4_f32 = ub.inner.arr[idx].mat3x4_f32;
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mat4x2 mat4x2_f32 = load_ub_inner_arr_p0_mat4x2_f32(uint(idx));
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mat4x3 mat4x3_f32 = ub.inner.arr[idx].mat4x3_f32;
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mat4 mat4x4_f32 = ub.inner.arr[idx].mat4x4_f32;
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vec3 arr2_vec3_f32[2] = ub.inner.arr[idx].arr2_vec3_f32;
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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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