| #version 310 es |
| |
| |
| struct Inner { |
| bool b; |
| ivec4 v; |
| mat3 m; |
| }; |
| |
| struct Outer { |
| Inner a[4]; |
| }; |
| |
| shared Outer v; |
| Outer foo() { |
| barrier(); |
| Outer v_1 = v; |
| barrier(); |
| return v_1; |
| } |
| void main_inner(uint tint_local_index) { |
| { |
| uint v_2 = 0u; |
| v_2 = tint_local_index; |
| while(true) { |
| uint v_3 = v_2; |
| if ((v_3 >= 4u)) { |
| break; |
| } |
| v.a[v_3] = Inner(false, ivec4(0), mat3(vec3(0.0f), vec3(0.0f), vec3(0.0f))); |
| { |
| v_2 = (v_3 + 1u); |
| } |
| continue; |
| } |
| } |
| barrier(); |
| foo(); |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| main_inner(gl_LocalInvocationIndex); |
| } |