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/
third_party
/
spirv-cross
/
refs/tags/2019-06-21
/
.
/
shaders-msl
/
comp
/
mat3.comp
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#version 310 es
layout
(
local_size_x
=
1
)
in
;
layout
(
std430
,
binding
=
1
)
writeonly buffer SSBO2
{
mat3 out_data
[];
};
void
main
()
{
uint
ident
=
gl_GlobalInvocationID
.
x
;
out_data
[
ident
]
=
mat3
(
vec3
(
10.0
),
vec3
(
20.0
),
vec3
(
40.0
));
}