| #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 = min(0u, (uint(v.inner.length()) - 1u)); | |
| v.inner[v_1] = 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)][0].x); | |
| } |