blob: 9007501c30b99220ff618babc2de1c20e600098b [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
struct Inner {
float16_t scalar_f16;
uint pad;
f16vec3 vec3_f16;
f16mat2x4 mat2x4_f16;
};
struct Inner_std140 {
float16_t scalar_f16;
uint pad;
f16vec3 vec3_f16;
f16vec4 mat2x4_f16_0;
f16vec4 mat2x4_f16_1;
};
struct S {
Inner inner;
};
struct S_std140 {
Inner_std140 inner;
};
layout(binding = 0, std140) uniform u_block_std140_ubo {
S_std140 inner;
} u;
layout(binding = 1, std430) buffer u_block_ssbo {
S inner;
} s;
void assign_and_preserve_padding_1_s_inner(Inner value) {
s.inner.inner.scalar_f16 = value.scalar_f16;
s.inner.inner.vec3_f16 = value.vec3_f16;
s.inner.inner.mat2x4_f16 = value.mat2x4_f16;
}
void assign_and_preserve_padding_s(S value) {
assign_and_preserve_padding_1_s_inner(value.inner);
}
Inner conv_Inner(Inner_std140 val) {
return Inner(val.scalar_f16, val.pad, val.vec3_f16, f16mat2x4(val.mat2x4_f16_0, val.mat2x4_f16_1));
}
S conv_S(S_std140 val) {
return S(conv_Inner(val.inner));
}
void tint_symbol() {
S x = conv_S(u.inner);
assign_and_preserve_padding_s(x);
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
tint_symbol();
return;
}