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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];
float16_t w[];
} b2;
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;
} b4;
void func3(S2 x) {
}
S2 func4() {
return b4.x;
}
float func(float16_t a) {
return 0.0;
}
struct S4 {
float x;
float16_t y;
};
float func2(float a) { return 0.0; }
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 + 1.0;
b2.p = b2.p.yx;
b4.x = b3.x;
float16_t f0;
S2 f1;
S3 f2;
if (b1.a == b1.a) {}
b2.r = b2.r;
b2.o = 1.0HF;
b2.p = f16vec2(3.0, 4.0);
f16vec2[2](f16vec2(vec2(1.0,2.0)), f16vec2(vec2(3.0,4.0)));
// NOT ERRORING YET
b3.x;
S4(0.0, float16_t(0.0));
func2(b1.a);
}
layout(column_major, std140) uniform B6
{
f16mat2x3 e;
} b6;