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#version 450 core
#extension GL_EXT_shader_16bit_storage : enable
struct S
{
int16_t x;
i16vec2 y;
i16vec3 z;
};
layout(column_major, std140) uniform B1
{
int16_t a;
i16vec2 b;
i16vec3 c;
int16_t d[2];
S g;
S h[2];
int j;
} b1;
layout(row_major, std430) buffer B2
{
int16_t o;
i16vec2 p;
i16vec3 q;
int16_t r[2];
S u;
S v[2];
int16_t w[];
} b2;
struct S2 {
mat4x4 x;
int16_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;
} b4;
void func3(S2 x) {
}
S2 func4() {
return b4.x;
}
int func(int16_t a) {
return 0;
}
struct S4 {
int x;
int16_t y;
};
int func2(int a) { return 0; }
void main()
{
b2.o = b2.q[1];
b2.p = b2.q.xy;
b2.o = max(b1.a, b1.a);
bvec2 bv = lessThan(b2.p, b2.p);
b2.o = b1.a + b1.a;
b2.o = -b1.a;
b2.o = b1.a + 1;
b2.p = b2.p.yx;
b4.x = b3.x;
int16_t f0;
S2 f1;
S3 f2;
if (b1.a == b1.a) {}
b2.r = b2.r;
b2.p = i16vec2(3, 4);
i16vec2[2](i16vec2(ivec2(1,2)), i16vec2(ivec2(3,4)));
// NOT ERRORING YET
b3.x;
S4(0, int16_t(0));
func2(b1.a);
}
layout(column_major, std140) uniform B6
{
i16mat2x3 e;
} b6;