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#version 450 core
#extension GL_EXT_shader_8bit_storage : enable
struct S
{
int8_t x;
i8vec2 y;
i8vec3 z;
};
layout(column_major, std140) uniform B1
{
int8_t a;
i8vec2 b;
i8vec3 c;
int8_t d[2];
S g;
S h[2];
int j;
} b1;
layout(row_major, std430) buffer B2
{
int8_t o;
i8vec2 p;
i8vec3 q;
int8_t r[2];
S u;
S v[2];
i8vec2 x[100];
int8_t w[];
} b2;
layout(row_major, std140) uniform B5
{
int8_t o;
i8vec2 p;
i8vec3 q;
int8_t r[2];
S u;
S v[2];
i8vec2 x[100];
int8_t w[100];
} b5;
struct S2 {
mat4x4 x;
int8_t y;
int z;
};
struct S3 {
S2 x;
};
layout(row_major, std430) buffer B3
{
S2 x;
} b3;
layout(column_major, std430) buffer B4
{
S2 x;
S3 y;
} b4;
void main()
{
b2.o = b1.a;
b2.p = i8vec2(ivec3(b2.q).xy);
b2.p = i8vec2(ivec3(b5.q).xy);
b2.r[0] = b2.r[0];
b2.r[1] = b5.r[1];
b2.p = b2.p;
int x0 = int(b1.a);
ivec4 x1 = ivec4(b1.a, b2.p, 1);
b4.x.x = b3.x.x;
b2.o = int8_t(ivec2(b2.p).x);
b2.p = b2.v[1].y;
ivec3 v3 = ivec3(b2.w[b1.j], b2.w[b1.j+1], b2.w[b1.j+2]);
ivec3 u3 = ivec3(b5.w[b1.j], b5.w[b1.j+1], b5.w[b1.j+2]);
b2.x[0] = b2.x[0];
b2.x[1] = b5.x[1];
b2.p.x = b1.a;
b2.o = b2.p.x;
b2.p = i8vec2(ivec2(1, 2));
b2.o = int8_t(3);
}