| #version 310 es |
| |
| layout(binding = 0, std140) |
| uniform u_block_std140_1_ubo { |
| vec3 inner_col0; |
| uint tint_pad_0; |
| vec3 inner_col1; |
| uint tint_pad_1; |
| vec3 inner_col2; |
| uint tint_pad_2; |
| vec3 inner_col3; |
| } v; |
| shared mat4x3 w; |
| void f_inner(uint tint_local_index) { |
| if ((tint_local_index < 1u)) { |
| w = mat4x3(vec3(0.0f), vec3(0.0f), vec3(0.0f), vec3(0.0f)); |
| } |
| barrier(); |
| w = mat4x3(v.inner_col0, v.inner_col1, v.inner_col2, v.inner_col3); |
| w[1u] = mat4x3(v.inner_col0, v.inner_col1, v.inner_col2, v.inner_col3)[0u]; |
| w[1u] = mat4x3(v.inner_col0, v.inner_col1, v.inner_col2, v.inner_col3)[0u].zxy; |
| w[0u].y = mat4x3(v.inner_col0, v.inner_col1, v.inner_col2, v.inner_col3)[1u].x; |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| f_inner(gl_LocalInvocationIndex); |
| } |