<< bdy.str()
<< " out_color = float(tempResult);\n"
<< " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert") << glu::VertexSource(src.str()) << vk::ShaderBuildOptions(vk::SPIRV_VERSION_1_3, 0u);
<< bdy.str()
<< " out_color = float(tempResult);\n"
<< " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert")
<< bdy.str()
<< " out_color = float(tempResult);\n"
<< " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert") << glu::VertexSource(src.str()) << vk::ShaderBuildOptions(vk::SPIRV_VERSION_1_3, 0u);
<< " tempResult |= uvec4(0) == subgroupBallot(false) ? 0x4 : 0;\n"
<< " out_color = float(tempResult);\n"
<< " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert") << glu::VertexSource(vertexSrc.str()) << vk::ShaderBuildOptions(vk::SPIRV_VERSION_1_3, 0u);
<< " out_color.g = 0.0f;\n"
<< " }\n"
<< " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert")
<< glu::VertexSource(vertexSrc.str()) << vk::ShaderBuildOptions(vk::SPIRV_VERSION_1_3, 0u);
<< " out_color.g = float(value);\n"
<< " out_color.a = float(tempResult2);\n"
<< " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert") << glu::VertexSource(vertexSrc.str()) << vk::ShaderBuildOptions(vk::SPIRV_VERSION_1_3, 0u);
<< bdy.str()
<< " out_color = float(tempResult);\n"
<< " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert") << glu::VertexSource(vertexSrc.str()) << vk::ShaderBuildOptions(vk::SPIRV_VERSION_1_3, 0u);
<< "{\n"
<< " out_color = uvec4(gl_SubgroupSize, gl_SubgroupInvocationID, 1.0f, 1.0f);\n"
<< " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert") << glu::VertexSource(src.str()) << vk::ShaderBuildOptions(vk::SPIRV_VERSION_1_3, 0u);
<< " result = 1.0f; // Invocation we read from was inactive, so we can't verify results!\n"
<< " }\n"
<< " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert") << glu::VertexSource(src.str()) << vk::ShaderBuildOptions(vk::SPIRV_VERSION_1_3, 0u);
}
vertexSrc << " gl_Position = in_position;\n"
+ << " gl_PointSize = 1.0f;\n"
<< "}\n";
programCollection.glslSources.add("vert") << glu::VertexSource(vertexSrc.str()) << vk::ShaderBuildOptions(vk::SPIRV_VERSION_1_3, 0u);