| #version 310 es |
| layout(local_size_x = 1) in; |
| |
| layout(std430, binding = 0) readonly buffer SSBO |
| { |
| mat4 mvp; |
| vec4 in_data[]; |
| }; |
| |
| layout(std430, binding = 1) writeonly buffer SSBO2 |
| { |
| vec4 out_data[]; |
| }; |
| |
| void main() |
| { |
| uint ident = gl_GlobalInvocationID.x; |
| vec4 idat = in_data[ident]; |
| |
| int k = 0; |
| |
| // Continue with side effects. |
| while (++k < 10) |
| { |
| idat *= 2.0; |
| k++; |
| } |
| |
| // Again used here ... |
| for (uint i = 0u; i < 16u; i++, k++) |
| for (uint j = 0u; j < 30u; j++) |
| idat = mvp * idat; |
| |
| do |
| { |
| k++; |
| } while (k > 10); |
| out_data[ident] = idat; |
| } |
| |