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#version 310 es
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(binding = 0) buffer InOut {
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uint values[1024];
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} sb_inout;
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void main (void) {
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uvec3 size = gl_NumWorkGroups * gl_WorkGroupSize;
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uint numValuesPerInv = uint(sb_inout.values.length()) / (size.x*size.y*size.z);
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uint groupNdx = size.x*size.y*gl_GlobalInvocationID.z + size.x*gl_GlobalInvocationID.y + gl_GlobalInvocationID.x;
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uint offset = numValuesPerInv*groupNdx;
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for (uint ndx = 0u; ndx < numValuesPerInv; ndx++)
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sb_inout.values[offset + ndx] = ~sb_inout.values[offset + ndx];
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}
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