1#version 450
2#extension GL_ARB_fragment_shader_interlock : require
3
4layout(sample_interlock_ordered) in;
5
6layout(binding = 0, rgba8) uniform writeonly image2D img;
7layout(binding = 1, r32ui) uniform uimage2D img2;
8layout(binding = 2) coherent buffer Buffer
9{
10	int foo;
11	uint bar;
12};
13
14void main()
15{
16	beginInvocationInterlockARB();
17	imageStore(img, ivec2(0, 0), vec4(1.0, 0.0, 0.0, 1.0));
18	imageAtomicAdd(img2, ivec2(0, 0), 1u);
19	foo += 42;
20	atomicAnd(bar, gl_SampleMaskIn[0]);
21	endInvocationInterlockARB();
22}
23