fillRandomScalars(rnd, -200.f, 200.f, &inputFloats3[0], 16);
for (size_t ndx = 0; ndx < 16; ++ndx)
- outputFloats3[ndx] = -inputFloats3[ndx];
+ outputFloats3[ndx] = inputFloats3[ndx];
spec3.assembly =
string(s_ShaderPreamble) +
"OpName %id \"gl_GlobalInvocationID\"\n"
"OpDecorate %id BuiltIn GlobalInvocationId\n"
+ "OpMemberDecorate %inbuf 0 Offset 0\n"
+ "OpMemberDecorate %inbuf 1 Offset 16\n"
+ "OpMemberDecorate %inbuf 2 Offset 32\n"
+ "OpMemberDecorate %inbuf 3 Offset 48\n"
+ "OpMemberDecorate %outbuf 0 Offset 0\n"
+ "OpMemberDecorate %outbuf 1 Offset 16\n"
+ "OpMemberDecorate %outbuf 2 Offset 32\n"
+ "OpMemberDecorate %outbuf 3 Offset 48\n"
+ string(s_InputOutputBufferTraits) + string(s_CommonTypes) +