| #version 310 es |
| #extension GL_AMD_gpu_shader_half_float: require |
| |
| layout(binding = 0, std430) |
| buffer s_block_1_ssbo { |
| uint inner[]; |
| } v; |
| uint tint_f16_to_u32(float16_t value) { |
| return uint(clamp(value, 0.0hf, 65504.0hf)); |
| } |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| void main() { |
| uint q = 0u; |
| uint v_1 = (uint(v.inner.length()) - 1u); |
| uint v_2 = min(uint(0), v_1); |
| v.inner[v_2] = tint_f16_to_u32(f16mat3x2[2](f16mat3x2(f16vec2(0.0hf, 1.0hf), f16vec2(2.0hf, 3.0hf), f16vec2(2.0hf, 3.0hf)), f16mat3x2(f16vec2(0.0hf, 1.0hf), f16vec2(2.0hf, 3.0hf), f16vec2(2.0hf, 3.0hf)))[min(q, 1u)][0u].x); |
| } |