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This commit is contained in:
2025-04-07 21:53:57 +02:00
parent c99d32f43e
commit c1411bba5d
10 changed files with 57 additions and 224 deletions

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@@ -2,3 +2,4 @@
*.wgsl.h
*.json
*.glsl.h
*.glsl

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@@ -1,39 +0,0 @@
#version 310 es
// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
precision highp int;
#if GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
// header end
struct Input
{
uvec3 indices;
};
// struct SSBO omitted (used as UBO/SSBO)
layout(binding = 0, std430) readonly buffer _nzslBindingread_ssbo
{
uint data[];
} read_ssbo;
layout(binding = 1, std430) writeonly buffer _nzslBindingwrite_ssbo
{
uint data[];
} write_ssbo;
void main()
{
Input input_;
input_.indices = gl_GlobalInvocationID;
write_ssbo.data[input_.indices.x * input_.indices.y] = read_ssbo.data[input_.indices.x * input_.indices.y];
}

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@@ -1,36 +0,0 @@
#version 310 es
// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
precision highp int;
#if GL_FRAGMENT_PRECISION_HIGH
precision highp float;
precision highp image2D;
#else
precision mediump float;
precision mediump image2D;
#endif
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
// header end
struct Input
{
uvec3 indices;
};
// struct SSBO omitted (used as UBO/SSBO)
layout(binding = 0, rgba8) uniform readonly image2D read_texture;
layout(binding = 1, std430) readonly buffer _nzslBindingread_ssbo
{
uint data[];
} read_ssbo;
void main()
{
Input input_;
input_.indices = gl_GlobalInvocationID;
}

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@@ -1,42 +0,0 @@
#version 310 es
// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
precision highp int;
#if GL_FRAGMENT_PRECISION_HIGH
precision highp float;
precision highp image2D;
#else
precision mediump float;
precision mediump image2D;
#endif
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
// header end
struct Input
{
uvec3 indices;
};
// struct SSBO omitted (used as UBO/SSBO)
layout(binding = 0, rgba8) uniform readonly image2D read_texture;
layout(binding = 1, std430) readonly buffer _nzslBindingread_ssbo
{
uint data[];
} read_ssbo;
layout(binding = 2) uniform image2D write_texture;
layout(binding = 3, std430) writeonly buffer _nzslBindingwrite_ssbo
{
uint data[];
} write_ssbo;
void main()
{
Input input_;
input_.indices = gl_GlobalInvocationID;
}

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@@ -1,26 +0,0 @@
#version 310 es
// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
precision highp int;
#if GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
// header end
struct Input
{
uvec3 indices;
};
void main()
{
Input input_;
input_.indices = gl_GlobalInvocationID;
}

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@@ -1,34 +0,0 @@
#version 310 es
// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
precision highp int;
#if GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
// header end
struct Input
{
uvec3 indices;
};
// struct SSBO omitted (used as UBO/SSBO)
layout(binding = 0, std430) buffer _nzslBindingssbo
{
uint data[];
} ssbo;
void main()
{
Input input_;
input_.indices = gl_GlobalInvocationID;
ssbo.data[input_.indices.x * input_.indices.y] = uint(-1);
}

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@@ -1,36 +0,0 @@
#version 310 es
// compute shader - this file was generated by NZSL compiler (Nazara Shading Language)
precision highp int;
#if GL_FRAGMENT_PRECISION_HIGH
precision highp float;
precision highp image2D;
#else
precision mediump float;
precision mediump image2D;
#endif
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
// header end
struct Input
{
uvec3 indices;
};
// struct SSBO omitted (used as UBO/SSBO)
layout(binding = 0, rgba8) uniform image2D write_texture;
layout(binding = 1, std430) buffer _nzslBindingwrite_ssbo
{
uint data[];
} write_ssbo;
void main()
{
Input input_;
input_.indices = gl_GlobalInvocationID;
}