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#version 450 core
#extension GL_EXT_shader_16bit_storage : enable
struct S
{
float16_t x;
f16vec2 y;
f16vec3 z;
};
layout(column_major, std140) uniform B1
{
float16_t a;
f16vec2 b;
f16vec3 c;
float16_t d[2];
S g;
S h[2];
int j;
} b1;
layout(row_major, std430) buffer B2
{
float16_t o;
f16vec2 p;
f16vec3 q;
float16_t r[2];
S u;
S v[2];
f16vec2 x[100];
float16_t w[];
} b2;
layout(row_major, std140) uniform B5
{
float16_t o;
f16vec2 p;
f16vec3 q;
float16_t r[2];
S u;
S v[2];
f16vec2 x[100];
float16_t w[100];
} b5;
struct S2 {
mat4x4 x;
float16_t y;
float 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 = f16vec2(vec3(b2.q).xy);
b2.p = f16vec2(vec3(b5.q).xy);
b2.r[0] = b2.r[0];
b2.r[1] = b5.r[1];
b2.p = b2.p;
float x0 = float(b1.a);
vec4 x1 = vec4(b1.a, b2.p, 1.0);
b4.x.x = b3.x.x;
b2.o = float16_t(vec2(b2.p).x);
b2.p = b2.v[1].y;
vec3 v3 = vec3(b2.w[b1.j], b2.w[b1.j+1], b2.w[b1.j+2]);
vec3 u3 = vec3(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 = f16vec2(vec2(1.0, 2.0));
b2.o = float16_t(3.0);
}