File: spv.debuginfo.interface_bool.glsl.comp

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#version 450

layout (local_size_x = 32, local_size_y = 1) in;

uniform UBO
{
	bool b;
	bvec4 bv;
	bool[4] ba;
};

buffer SSBO {
	bool b;
	bvec4 bv;
	bool[4] ba;
} ssbo;

void main()
{
	if (gl_GlobalInvocationID.x == 0 && gl_GlobalInvocationID.y == 0) {
		ssbo.b = b;
		ssbo.bv = bv;
		for (int i = 0; i < 4; ++i) {
			ssbo.ba[i] = ba[i];
		}
	}
}