#version 310 es | |
precision mediump float; | |
layout (binding = 0) buffer SB_1 { | |
int data[]; | |
} tint_symbol; | |
struct tint_symbol_3 { | |
uvec3 id; | |
}; | |
void tint_symbol_1_inner(uvec3 id) { | |
tint_symbol.data[id.x] = (tint_symbol.data[id.x] + 1); | |
} | |
layout(local_size_x = 1, local_size_y = 2, local_size_z = 3) in; | |
void tint_symbol_1(tint_symbol_3 tint_symbol_2) { | |
tint_symbol_1_inner(tint_symbol_2.id); | |
return; | |
} | |
void main() { | |
tint_symbol_3 inputs; | |
inputs.id = gl_GlobalInvocationID; | |
tint_symbol_1(inputs); | |
} | |