1#version 310 es 2layout(local_size_x = 1) in; 3 4layout(std430, binding = 0) readonly buffer SSBO 5{ 6 vec4 in_data[]; 7}; 8 9layout(std430, binding = 1) writeonly buffer SSBO2 10{ 11 vec4 out_data[]; 12}; 13 14void main() 15{ 16 uint ident = gl_GlobalInvocationID.x; 17 vec4 v = mod(in_data[ident], out_data[ident]); 18 out_data[ident] = v; 19 20 uvec4 vu = floatBitsToUint(in_data[ident]) % floatBitsToUint(out_data[ident]); 21 out_data[ident] = uintBitsToFloat(vu); 22 23 ivec4 vi = floatBitsToInt(in_data[ident]) % floatBitsToInt(out_data[ident]); 24 out_data[ident] = intBitsToFloat(vi); 25} 26 27