1#version 450
2#extension GL_ARB_fragment_shader_interlock : require
3
4layout(pixel_interlock_ordered) in;
5
6layout(binding = 0, rgba8) uniform writeonly image2D img;
7layout(binding = 1, r32ui) uniform uimage2D img2;
8layout(binding = 2, rgba8) uniform readonly image2D img3;
9layout(binding = 3) coherent buffer Buffer
10{
11	int foo;
12	uint bar;
13};
14layout(binding = 4) buffer Buffer2
15{
16	uint quux;
17};
18
19layout(binding = 5, rgba8) uniform writeonly image2D img4;
20layout(binding = 6) buffer Buffer3
21{
22	int baz;
23};
24
25void main()
26{
27	// Deliberately outside the critical section to test usage tracking.
28	baz = 0;
29	imageStore(img4, ivec2(1, 1), vec4(1.0, 0.0, 0.0, 1.0));
30	beginInvocationInterlockARB();
31	imageStore(img, ivec2(0, 0), imageLoad(img3, ivec2(0, 0)));
32	imageAtomicAdd(img2, ivec2(0, 0), 1u);
33	foo += 42;
34	atomicAnd(bar, quux);
35	endInvocationInterlockARB();
36}
37