blob: e341c3d6d8d21000edeb1884efc921f1aed802a3 [file] [log] [blame]
#version 310 es
struct Inner {
float scalar_f32;
int scalar_i32;
uint scalar_u32;
vec2 vec2_f32;
ivec2 vec2_i32;
uvec2 vec2_u32;
vec3 vec3_f32;
ivec3 vec3_i32;
uvec3 vec3_u32;
vec4 vec4_f32;
ivec4 vec4_i32;
uvec4 vec4_u32;
mat2 mat2x2_f32;
mat2x3 mat2x3_f32;
mat2x4 mat2x4_f32;
mat3x2 mat3x2_f32;
mat3 mat3x3_f32;
mat3x4 mat3x4_f32;
mat4x2 mat4x2_f32;
mat4x3 mat4x3_f32;
mat4 mat4x4_f32;
vec3 arr2_vec3_f32[2];
};
layout(binding = 0, std430)
buffer S_1_ssbo {
Inner arr[];
} sb;
void tint_store_and_preserve_padding_3(inout vec3 target[2], vec3 value_param[2]) {
{
uint v = 0u;
v = 0u;
while(true) {
uint v_1 = v;
if ((v_1 >= 2u)) {
break;
}
target[v_1] = value_param[v_1];
{
v = (v_1 + 1u);
}
continue;
}
}
}
void tint_store_and_preserve_padding_2(inout mat4x3 target, mat4x3 value_param) {
target[0u] = value_param[0u];
target[1u] = value_param[1u];
target[2u] = value_param[2u];
target[3u] = value_param[3u];
}
void tint_store_and_preserve_padding_1(inout mat3 target, mat3 value_param) {
target[0u] = value_param[0u];
target[1u] = value_param[1u];
target[2u] = value_param[2u];
}
void tint_store_and_preserve_padding(inout mat2x3 target, mat2x3 value_param) {
target[0u] = value_param[0u];
target[1u] = value_param[1u];
}
void tint_symbol_inner(uint idx) {
sb.arr[idx].scalar_f32 = 0.0f;
sb.arr[idx].scalar_i32 = 0;
sb.arr[idx].scalar_u32 = 0u;
sb.arr[idx].vec2_f32 = vec2(0.0f);
sb.arr[idx].vec2_i32 = ivec2(0);
sb.arr[idx].vec2_u32 = uvec2(0u);
sb.arr[idx].vec3_f32 = vec3(0.0f);
sb.arr[idx].vec3_i32 = ivec3(0);
sb.arr[idx].vec3_u32 = uvec3(0u);
sb.arr[idx].vec4_f32 = vec4(0.0f);
sb.arr[idx].vec4_i32 = ivec4(0);
sb.arr[idx].vec4_u32 = uvec4(0u);
sb.arr[idx].mat2x2_f32 = mat2(vec2(0.0f), vec2(0.0f));
tint_store_and_preserve_padding(sb.arr[idx].mat2x3_f32, mat2x3(vec3(0.0f), vec3(0.0f)));
sb.arr[idx].mat2x4_f32 = mat2x4(vec4(0.0f), vec4(0.0f));
sb.arr[idx].mat3x2_f32 = mat3x2(vec2(0.0f), vec2(0.0f), vec2(0.0f));
tint_store_and_preserve_padding_1(sb.arr[idx].mat3x3_f32, mat3(vec3(0.0f), vec3(0.0f), vec3(0.0f)));
sb.arr[idx].mat3x4_f32 = mat3x4(vec4(0.0f), vec4(0.0f), vec4(0.0f));
sb.arr[idx].mat4x2_f32 = mat4x2(vec2(0.0f), vec2(0.0f), vec2(0.0f), vec2(0.0f));
tint_store_and_preserve_padding_2(sb.arr[idx].mat4x3_f32, mat4x3(vec3(0.0f), vec3(0.0f), vec3(0.0f), vec3(0.0f)));
sb.arr[idx].mat4x4_f32 = mat4(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f));
tint_store_and_preserve_padding_3(sb.arr[idx].arr2_vec3_f32, vec3[2](vec3(0.0f), vec3(0.0f)));
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol_inner(gl_LocalInvocationIndex);
}