| layout(local_size_x = 128) in; | |
| layout(std430) buffer; | |
| layout(binding = 0) writeonly buffer Output { | |
| vec4 elements[]; | |
| } output_data; | |
| layout(binding = 1) readonly buffer Input0 { | |
| vec4 elements[]; | |
| } input_data0; | |
| layout(binding = 2) readonly buffer Input1 { | |
| vec4 elements[]; | |
| } input_data1; | |
| void main() | |
| { | |
| uint ident = gl_GlobalInvocationID.x; | |
| output_data.elements[ident] = input_data0.elements[ident] * input_data1.elements[ident]; | |
| } |