#version 450 #extension GL_EXT_nonuniform_qualifier : enable layout(location=0) nonuniformEXT in vec4 nu_inv4; nonuniformEXT float nu_gf; layout(location=1) in nonuniformEXT flat int nu_ii; layout(location = 2) in vec2 inTexcoord; layout(binding=0, input_attachment_index = 0) uniform subpassInput inputAttachmentDyn[]; layout(binding=1) uniform samplerBuffer uniformTexelBufferDyn[]; layout(binding=2, r32f) uniform imageBuffer storageTexelBufferDyn[]; layout(binding=3) uniform uname { float a; } uniformBuffer[]; layout(binding=4) buffer bname { float b; } storageBuffer[]; layout(binding=5) uniform sampler2D sampledImage[]; layout(binding=6, r32f) uniform image2D storageImage[]; layout(binding=7, input_attachment_index = 1) uniform subpassInput inputAttachment[]; layout(binding=8) uniform samplerBuffer uniformTexelBuffer[]; layout(binding=9, r32f) uniform imageBuffer storageTexelBuffer[]; layout(binding = 10) uniform texture2D uniformTexArr[8]; layout(binding = 11) uniform sampler uniformSampler; nonuniformEXT int foo(nonuniformEXT int nupi, nonuniformEXT out int f) { return nupi; } void main() { nonuniformEXT int nu_li; nonuniformEXT int nu_li2; int dyn_i; int a = foo(nu_li, nu_li); nu_li = nonuniformEXT(a) + nonuniformEXT(a * 2); nu_li2 = a + nonuniformEXT(a * 2); float b; b = nu_inv4.x * nu_gf; b += subpassLoad(inputAttachmentDyn[dyn_i]).x; b += texelFetch(uniformTexelBufferDyn[dyn_i], 1).x; b += imageLoad(storageTexelBufferDyn[dyn_i], 1).x; b += uniformBuffer[nu_ii].a; b += storageBuffer[nu_ii].b; b += texture(sampledImage[nu_ii], vec2(0.5)).x; b += imageLoad(storageImage[nu_ii], ivec2(1)).x; b += subpassLoad(inputAttachment[nu_ii]).x; b += texelFetch(uniformTexelBuffer[nu_ii], 1).x; b += imageLoad(storageTexelBuffer[nu_ii], 1).x; b += texture(sampler2D(uniformTexArr[nu_ii], uniformSampler), inTexcoord.xy).x; b += texture(nonuniformEXT(sampler2D(uniformTexArr[nu_ii], uniformSampler)), inTexcoord.xy).x; nonuniformEXT ivec4 v; nonuniformEXT mat4 m; nonuniformEXT struct S { int a; } s; nonuniformEXT int arr[10]; ivec4 uv; mat4 um; struct US { int a[10]; } us; int uarr[10]; b += uniformBuffer[v.y].a; b += uniformBuffer[v[2]].a; b += uniformBuffer[uv[nu_ii]].a; b += uniformBuffer[int(m[2].z)].a; b += uniformBuffer[s.a].a; b += uniformBuffer[arr[2]].a; b += uniformBuffer[int(um[nu_ii].z)].a; b += uniformBuffer[us.a[nu_ii]].a; b += uniformBuffer[uarr[nu_ii]].a; storageBuffer[nu_ii].b = b; }