#version 450 #extension GL_ARB_fragment_shader_interlock : require layout(row_major) uniform; layout(row_major) buffer; layout(rgba32f) layout(binding = 0) uniform image2D entryPointParams_texture_0; layout(location = 0) in vec4 _S1; layout(location = 0) out vec4 _S2; void main() { beginInvocationInterlockARB(); uvec2 _S3 = uvec2(_S1.xy); vec4 _S4 = (imageLoad((entryPointParams_texture_0), ivec2((_S3)))); imageStore((entryPointParams_texture_0), ivec2((_S3)), _S4 + _S1); endInvocationInterlockARB(); _S2 = _S4; return; }