| #version 310 es |
| |
| layout(binding = 0, std140) |
| uniform u_block_1_ubo { |
| mat3x4 inner[4]; |
| } v; |
| shared mat3x4 w[4]; |
| void f_inner(uint tint_local_index) { |
| { |
| uint v_1 = 0u; |
| v_1 = tint_local_index; |
| while(true) { |
| uint v_2 = v_1; |
| if ((v_2 >= 4u)) { |
| break; |
| } |
| w[v_2] = mat3x4(vec4(0.0f), vec4(0.0f), vec4(0.0f)); |
| { |
| v_1 = (v_2 + 1u); |
| } |
| continue; |
| } |
| } |
| barrier(); |
| w = v.inner; |
| w[1u] = v.inner[2u]; |
| w[1u][0u] = v.inner[0u][1u].ywxz; |
| w[1u][0u].x = v.inner[0u][1u].x; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| f_inner(gl_LocalInvocationIndex); |
| } |