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#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)))));
}
}
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