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- GLSL: #version 330
- #extension GL_ARB_compute_shader : require
- #extension GL_ARB_shader_bit_encoding : require
- #extension GL_ARB_shader_storage_buffer_object : require
- layout (local_size_x = 3, local_size_y = 2, local_size_z = 1) in;
- ivec4 temp0[3];
- layout (binding = 16) buffer csssbo16 { ivec4 ssbocontents16[]; };
- void main(void)
- {
- temp0[0].x = ivec4(gl_NumWorkGroups.x, gl_NumWorkGroups.x, gl_NumWorkGroups.x, gl_NumWorkGroups.x) * ivec4(gl_NumWorkGroups.y, gl_NumWorkGroups.y, gl_NumWorkGroups.y, gl_NumWorkGroups.y).x;
- temp0[0].x = (temp0[0].xxxx * ivec4(gl_WorkGroupID.z, gl_WorkGroupID.z, gl_WorkGroupID.z, gl_WorkGroupID.z)).x;
- temp0[0].x = ivec4(gl_NumWorkGroups.x, gl_NumWorkGroups.x, gl_NumWorkGroups.x, gl_NumWorkGroups.x) * ivec4(gl_WorkGroupID.y, gl_WorkGroupID.y, gl_WorkGroupID.y, gl_WorkGroupID.y) + temp0[0].xxxx.x;
- temp0[0].x = (temp0[0].xxxx + ivec4(gl_WorkGroupID.x, gl_WorkGroupID.x, gl_WorkGroupID.x, gl_WorkGroupID.x)).x;
- temp0[1].x = (ivec4(gl_LocalInvocationID.y, gl_LocalInvocationID.y, gl_LocalInvocationID.y, gl_LocalInvocationID.y) * ivec4((ivec4(3U,3U,3U,3U)))).x;
- temp0[1].x = (ivec4(6U,6U,6U,6U) * ivec4(gl_LocalInvocationID.z, gl_LocalInvocationID.z, gl_LocalInvocationID.z, gl_LocalInvocationID.z) + temp0[1].xxxx).x));
- temp0[1].x = (ivec4(temp0[1].xxxx) + ivec4(gl_LocalInvocationID.x, gl_LocalInvocationID.x, gl_LocalInvocationID.x, gl_LocalInvocationID.x)).x);
- temp0[1].x = (ivec4(6U,6U,6U,6U) * temp0[0].xxxx + temp0[1].xxxx).x;
- temp0[2].x = (ivec4(temp0[1].xxxx) * (ivec4(16U,16U,16U,16U))).x;
- temp0[2].x = ssbocontents16[int(temp0[2].xxxx)>>4]).x;
- temp0[0].x = (temp0[0].xxxx * (ivec4(16U,16U,16U,16U)) + (ivec4(12288U,12288U,12288U,12288U)).x);
- temp0[0].x = atomicMin(ssbocontents16[int(temp0[0].xxxx) >> 4].x, (temp0[2].xxxx).x);
- temp0[1].x = ((temp0[1].xxxx) * (ivec4(16U,16U,16U,16U)) + (ivec4(6144U,6144U,6144U,6144U))).x;
- ssbocontents16[int(temp0[1].xxxx)>>4].x = ( temp0[0].xxxx ).x;
- }
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