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#version 450
#extension GL_ARB_fragment_shader_interlock : require
layout(pixel_interlock_unordered) in;
layout(binding = 2, std430) coherent buffer Buffer
{
int foo;
uint bar;
} _30;
layout(binding = 0, rgba8) uniform writeonly image2D img;
layout(binding = 1, r32ui) uniform uimage2D img2;
void main()
{
beginInvocationInterlockARB();
imageStore(img, ivec2(0), vec4(1.0, 0.0, 0.0, 1.0));
uint _27 = imageAtomicAdd(img2, ivec2(0), 1u);
_30.foo += 42;
uint _41 = atomicAnd(_30.bar, 255u);
endInvocationInterlockARB();
}
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