74 lines
1.4 KiB
GLSL
74 lines
1.4 KiB
GLSL
#version 310 es
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layout(binding = 0, std430) buffer ssbOut_ssbo {
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float result[];
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} x_16;
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layout(binding = 1, std430) buffer ssbA_ssbo {
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float A[];
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} x_20;
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uvec3 tint_symbol = uvec3(0u, 0u, 0u);
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layout(binding = 2) uniform Uniforms_ubo {
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float NAN;
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int aShape;
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int outShape;
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int outShapeStrides;
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int size;
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} x_24;
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float getAAtOutCoords_() {
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uint x_42 = tint_symbol.x;
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float x_44 = x_20.A[x_42];
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return x_44;
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}
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float unaryOperation_f1_(inout float a) {
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float x_47 = a;
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if ((x_47 < 0.0f)) {
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return 0.0f /* inf */;
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}
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float x_55 = a;
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return log(x_55);
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}
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void setOutput_i1_f1_(inout int flatIndex, inout float value) {
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int x_27 = flatIndex;
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float x_28 = value;
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x_16.result[x_27] = x_28;
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return;
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}
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void main_1() {
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int index = 0;
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float a_1 = 0.0f;
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float param = 0.0f;
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int param_1 = 0;
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float param_2 = 0.0f;
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uint x_61 = tint_symbol.x;
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index = int(x_61);
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int x_63 = index;
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int x_70 = x_24.size;
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if ((x_63 < x_70)) {
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float x_75 = getAAtOutCoords_();
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a_1 = x_75;
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param = a_1;
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float x_78 = unaryOperation_f1_(param);
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param_1 = index;
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param_2 = x_78;
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setOutput_i1_f1_(param_1, param_2);
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}
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return;
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}
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void tint_symbol_1(uvec3 tint_symbol_2) {
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tint_symbol = tint_symbol_2;
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main_1();
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}
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layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
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void main() {
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tint_symbol_1(gl_GlobalInvocationID);
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return;
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}
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