1#version 320 es 2 3#extension GL_KHR_shader_subgroup_vote: enable 4 5layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in; 6 7layout(binding = 0) buffer Buffers 8{ 9 vec4 f4; 10 ivec4 i4; 11 uvec4 u4; 12 int r; 13} data[4]; 14 15void main() 16{ 17 uint invocation = (gl_SubgroupInvocationID + gl_SubgroupSize) % 4u; 18 19 if (subgroupAll(data[0].r < 0)) 20 { 21 data[0].r = int(subgroupAllEqual(data[0].f4.x)); 22 data[0].r = int(subgroupAllEqual(data[1].f4.xy)); 23 data[0].r = int(subgroupAllEqual(data[2].f4.xyz)); 24 data[0].r = int(subgroupAllEqual(data[3].f4)); 25 26 data[0].r = int(subgroupAllEqual(data[0].i4.x)); 27 data[0].r = int(subgroupAllEqual(data[1].i4.xy)); 28 data[0].r = int(subgroupAllEqual(data[2].i4.xyz)); 29 data[0].r = int(subgroupAllEqual(data[3].i4)); 30 31 data[0].r = int(subgroupAllEqual(data[0].u4.x)); 32 data[0].r = int(subgroupAllEqual(data[1].u4.xy)); 33 data[0].r = int(subgroupAllEqual(data[2].u4.xyz)); 34 data[0].r = int(subgroupAllEqual(data[3].u4)); 35 } 36 else if (subgroupAny(data[1].r < 0)) 37 { 38 data[1].r = int(int(subgroupAllEqual(data[0].i4.x < 0))); 39 data[1].r = int(ivec2(subgroupAllEqual(lessThan(data[1].i4.xy, ivec2(0))))); 40 data[1].r = int(ivec3(subgroupAllEqual(lessThan(data[1].i4.xyz, ivec3(0))))); 41 data[1].r = int(ivec4(subgroupAllEqual(lessThan(data[1].i4, ivec4(0))))); 42 } 43} 44