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#version 450 core
#extension GL_EXT_shader_16bit_storage : enable
struct S
{
uint16_t x;
u16vec2 y;
u16vec3 z;
};
layout(column_major, std140) uniform B1
{
uint16_t a;
u16vec2 b;
u16vec3 c;
uint16_t d[2];
S g;
S h[2];
uint j;
} b1;
layout(row_major, std430) buffer B2
{
uint16_t o;
u16vec2 p;
u16vec3 q;
uint16_t r[2];
S u;
S v[2];
uint16_t w[];
} b2;
struct S2 {
mat4x4 x;
uint16_t y;
uint 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;
}
uint func(uint16_t a) {
return 0;
}
struct S4 {
uint x;
uint16_t y;
};
uint func2(uint 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;
uint16_t f0;
S2 f1;
S3 f2;
if (b1.a == b1.a) {}
b2.r = b2.r;
b2.p = u16vec2(3, 4);
u16vec2[2](u16vec2(uvec2(1,2)), u16vec2(uvec2(3,4)));
// NOT ERRORING YET
b3.x;
S4(0u, uint16_t(0u));
func2(b1.a);
}
layout(column_major, std140) uniform B6
{
u16mat2x3 e;
} b6;