| #version 310 es | |
| layout(binding = 0, std140) | |
| uniform u_block_1_ubo { | |
| mat2x4 inner; | |
| } v; | |
| shared mat2x4 w; | |
| void f_inner(uint tint_local_index) { | |
| if ((tint_local_index < 1u)) { | |
| w = mat2x4(vec4(0.0f), vec4(0.0f)); | |
| } | |
| barrier(); | |
| w = v.inner; | |
| w[1u] = v.inner[0u]; | |
| w[1u] = v.inner[0u].ywxz; | |
| w[0u].y = v.inner[1u].x; | |
| } | |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | |
| void main() { | |
| f_inner(gl_LocalInvocationIndex); | |
| } |