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1#version 450 core
2
3#extension GL_EXT_shader_16bit_storage : enable
4
5struct S
6{
7    float16_t  x;
8    f16vec2    y;
9    f16vec3    z;
10};
11
12layout(column_major, std140) uniform B1
13{
14    float16_t  a;
15    f16vec2    b;
16    f16vec3    c;
17    float16_t  d[2];
18    S          g;
19    S          h[2];
20    int        j;
21} b1;
22
23layout(row_major, std430) buffer B2
24{
25    float16_t  o;
26    f16vec2    p;
27    f16vec3    q;
28    float16_t  r[2];
29    S          u;
30    S          v[2];
31    f16vec2    x[100];
32    float16_t  w[];
33} b2;
34
35layout(row_major, std140) uniform B5
36{
37    float16_t  o;
38    f16vec2    p;
39    f16vec3    q;
40    float16_t  r[2];
41    S          u;
42    S          v[2];
43    f16vec2    x[100];
44    float16_t  w[100];
45} b5;
46
47struct S2 {
48    mat4x4 x;
49    float16_t y;
50    float z;
51};
52
53struct S3 {
54    S2 x;
55};
56
57layout(row_major, std430) buffer B3
58{
59    S2 x;
60} b3;
61
62layout(column_major, std430) buffer B4
63{
64    S2 x;
65    S3 y;
66} b4;
67
68void main()
69{
70    b2.o = b1.a;
71    b2.p = f16vec2(vec3(b2.q).xy);
72    b2.p = f16vec2(vec3(b5.q).xy);
73    b2.r[0] = b2.r[0];
74    b2.r[1] = b5.r[1];
75    b2.p = b2.p;
76    float x0 = float(b1.a);
77    vec4 x1 = vec4(b1.a, b2.p, 1.0);
78    b4.x.x = b3.x.x;
79    b2.o = float16_t(vec2(b2.p).x);
80    b2.p = b2.v[1].y;
81    vec3 v3 = vec3(b2.w[b1.j], b2.w[b1.j+1], b2.w[b1.j+2]);
82    vec3 u3 = vec3(b5.w[b1.j], b5.w[b1.j+1], b5.w[b1.j+2]);
83    b2.x[0] = b2.x[0];
84    b2.x[1] = b5.x[1];
85    b2.p.x = b1.a;
86    b2.o = b2.p.x;
87    b2.p = f16vec2(vec2(1.0, 2.0));
88    b2.o = float16_t(3.0);
89}
90
91