| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| void transpose_b9ad1f() { |
| f16mat3x2 arg_0 = f16mat3x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf)); |
| f16mat2x3 res = transpose(arg_0); |
| } |
| |
| vec4 vertex_main() { |
| transpose_b9ad1f(); |
| return vec4(0.0f); |
| } |
| |
| void main() { |
| gl_PointSize = 1.0; |
| vec4 inner_result = vertex_main(); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| return; |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| precision mediump float; |
| |
| void transpose_b9ad1f() { |
| f16mat3x2 arg_0 = f16mat3x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf)); |
| f16mat2x3 res = transpose(arg_0); |
| } |
| |
| void fragment_main() { |
| transpose_b9ad1f(); |
| } |
| |
| void main() { |
| fragment_main(); |
| return; |
| } |
| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float : require |
| |
| void transpose_b9ad1f() { |
| f16mat3x2 arg_0 = f16mat3x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf)); |
| f16mat2x3 res = transpose(arg_0); |
| } |
| |
| void compute_main() { |
| transpose_b9ad1f(); |
| } |
| |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| compute_main(); |
| return; |
| } |