#version 450 #extension GL_KHR_shader_subgroup_vote: enable layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(binding = 0) buffer Buffers { vec4 f4; ivec4 i4; uvec4 u4; dvec4 d4; int r; } data[4]; void main() { uint invocation = (gl_SubgroupInvocationID + gl_SubgroupSize) % 4; if (subgroupAll(data[invocation].r < 0)) { data[invocation].r = int(subgroupAllEqual(data[0].f4.x)); data[invocation].r = int(subgroupAllEqual(data[1].f4.xy)); data[invocation].r = int(subgroupAllEqual(data[2].f4.xyz)); data[invocation].r = int(subgroupAllEqual(data[3].f4)); data[invocation].r = int(subgroupAllEqual(data[0].i4.x)); data[invocation].r = int(subgroupAllEqual(data[1].i4.xy)); data[invocation].r = int(subgroupAllEqual(data[2].i4.xyz)); data[invocation].r = int(subgroupAllEqual(data[3].i4)); data[invocation].r = int(subgroupAllEqual(data[0].u4.x)); data[invocation].r = int(subgroupAllEqual(data[1].u4.xy)); data[invocation].r = int(subgroupAllEqual(data[2].u4.xyz)); data[invocation].r = int(subgroupAllEqual(data[3].u4)); } else if (subgroupAny(data[invocation].r < 0)) { data[invocation].r = int(subgroupAllEqual(data[0].d4.x)); data[invocation].r = int(subgroupAllEqual(data[1].d4.xy)); data[invocation].r = int(subgroupAllEqual(data[2].d4.xyz)); data[invocation].r = int(subgroupAllEqual(data[3].d4)); data[invocation].r = int(int(subgroupAllEqual(data[0].i4.x < 0))); data[invocation].r = int(ivec2(subgroupAllEqual(lessThan(data[1].i4.xy, ivec2(0))))); data[invocation].r = int(ivec3(subgroupAllEqual(lessThan(data[1].i4.xyz, ivec3(0))))); data[invocation].r = int(ivec4(subgroupAllEqual(lessThan(data[1].i4, ivec4(0))))); } }