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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);
- }
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