| #extension GL_AMD_gpu_shader_half_float : require |
| layout(binding = 0, std140) uniform u_block_std140_ubo { |
| layout(binding = 1, std430) buffer s_block_ssbo { |
| float16_t a(f16mat4x3 a_1[4]) { |
| float16_t b(f16mat4x3 m) { |
| float16_t d(float16_t f_1) { |
| f16mat4x3 conv_mat4x3_f16(mat4x3_f16 val) { |
| return f16mat4x3(val.col0, val.col1, val.col2, val.col3); |
| f16mat4x3[4] conv_arr4_mat4x3_f16(mat4x3_f16 val[4]) { |
| f16mat4x3 arr[4] = f16mat4x3[4](f16mat4x3(0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf), f16mat4x3(0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf), f16mat4x3(0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf), f16mat4x3(0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf, 0.0hf)); |
| for(uint i = 0u; (i < 4u); i = (i + 1u)) { |
| arr[i] = conv_mat4x3_f16(val[i]); |
| float16_t tint_symbol = a(conv_arr4_mat4x3_f16(u.inner)); |
| float16_t tint_symbol_1 = b(conv_mat4x3_f16(u.inner[1u])); |
| float16_t tint_symbol_2 = c(u.inner[1u].col0.zxy); |
| float16_t tint_symbol_3 = d(u.inner[1u].col0.zxy[0u]); |
| s.inner = (((tint_symbol + tint_symbol_1) + tint_symbol_2) + tint_symbol_3); |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |