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91 lines
1.6 KiB
GLSL
91 lines
1.6 KiB
GLSL
#version 450 core
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#extension GL_EXT_shader_16bit_storage : enable
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struct S
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{
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float16_t x;
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f16vec2 y;
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f16vec3 z;
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};
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layout(column_major, std140) uniform B1
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{
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float16_t a;
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f16vec2 b;
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f16vec3 c;
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float16_t d[2];
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S g;
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S h[2];
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int j;
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} b1;
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layout(row_major, std430) buffer B2
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{
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float16_t o;
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f16vec2 p;
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f16vec3 q;
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float16_t r[2];
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S u;
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S v[2];
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f16vec2 x[100];
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float16_t w[];
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} b2;
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layout(row_major, std140) uniform B5
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{
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float16_t o;
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f16vec2 p;
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f16vec3 q;
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float16_t r[2];
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S u;
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S v[2];
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f16vec2 x[100];
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float16_t w[100];
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} b5;
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struct S2 {
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mat4x4 x;
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float16_t y;
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float z;
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};
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struct S3 {
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S2 x;
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};
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layout(row_major, std430) buffer B3
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{
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S2 x;
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} b3;
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layout(column_major, std430) buffer B4
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{
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S2 x;
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S3 y;
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} b4;
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void main()
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{
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b2.o = b1.a;
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b2.p = f16vec2(vec3(b2.q).xy);
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b2.p = f16vec2(vec3(b5.q).xy);
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b2.r[0] = b2.r[0];
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b2.r[1] = b5.r[1];
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b2.p = b2.p;
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float x0 = float(b1.a);
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vec4 x1 = vec4(b1.a, b2.p, 1.0);
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b4.x.x = b3.x.x;
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b2.o = float16_t(vec2(b2.p).x);
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b2.p = b2.v[1].y;
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vec3 v3 = vec3(b2.w[b1.j], b2.w[b1.j+1], b2.w[b1.j+2]);
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vec3 u3 = vec3(b5.w[b1.j], b5.w[b1.j+1], b5.w[b1.j+2]);
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b2.x[0] = b2.x[0];
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b2.x[1] = b5.x[1];
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b2.p.x = b1.a;
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b2.o = b2.p.x;
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b2.p = f16vec2(vec2(1.0, 2.0));
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b2.o = float16_t(3.0);
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}
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