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#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;
}
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