1#version 450 core 2 3#extension GL_EXT_buffer_reference : enable 4layout (push_constant, std430) uniform Block { int identity[32]; } pc; 5layout(r32ui, set = 3, binding = 0) uniform uimage2D image0_0; 6layout(buffer_reference) buffer T1; 7layout(set = 3, binding = 1, buffer_reference) buffer T1 { 8 layout(offset = 0) int a[2]; // stride = 4 for std430, 16 for std140 9 layout(offset = 32) int b; 10 layout(offset = 48) T1 c[2]; // stride = 8 for std430, 16 for std140 11 layout(offset = 80) T1 d; 12} x; 13void main() 14{ 15 int accum = 0, temp; 16 accum |= x.a[0] - 0; 17 accum |= x.a[pc.identity[1]] - 1; 18 accum |= x.b - 2; 19 accum |= x.c[0].a[0] - 3; 20 accum |= x.c[0].a[pc.identity[1]] - 4; 21 accum |= x.c[0].b - 5; 22 accum |= x.c[pc.identity[1]].a[0] - 6; 23 accum |= x.c[pc.identity[1]].a[pc.identity[1]] - 7; 24 accum |= x.c[pc.identity[1]].b - 8; 25 accum |= x.d.a[0] - 9; 26 accum |= x.d.a[pc.identity[1]] - 10; 27 accum |= x.d.b - 11; 28 uvec4 color = (accum != 0) ? uvec4(0,0,0,0) : uvec4(1,0,0,1); 29 imageStore(image0_0, ivec2(gl_FragCoord.x, gl_FragCoord.y), color); 30}