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#!amber
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# Copyright 2020 Valve Corporation.
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# Copyright 2020 The Khronos Group Inc.
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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SHADER vertex vert_shader PASSTHROUGH
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SHADER fragment frag_shader GLSL
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#version 450
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layout(push_constant, std430) uniform PushConstants {
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uint op1;
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uint op2;
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} pushConstants;
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layout(location=0) out vec4 out_color;
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void main()
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{
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out_color = vec4(~(pushConstants.op1^pushConstants.op2));
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}
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END
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BUFFER framebuffer0 FORMAT B8G8R8A8_UNORM
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BUFFER push_constants DATA_TYPE uint32 STD430 DATA
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0xaaaaaaab
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0x55555555
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END
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PIPELINE graphics graphics_pipeline
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ATTACH vert_shader
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ATTACH frag_shader
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FRAMEBUFFER_SIZE 16 16
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BIND BUFFER framebuffer0 AS color LOCATION 0
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BIND BUFFER push_constants AS push_constant
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END
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CLEAR graphics_pipeline
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RUN graphics_pipeline DRAW_RECT POS 0 0 SIZE 16 16
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EXPECT framebuffer0 IDX 0 0 SIZE 16 16 EQ_RGBA 255 255 255 255
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