blob: 3228c1ca45ea4799b562fb5c275d00caf85d3aff [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision highp float;
layout(location = 0) in float f_1;
layout(location = 1) flat in uint u_1;
layout(location = 2) in float16_t x_1;
layout(location = 3) in f16vec3 y_1;
struct S {
float f;
uint u;
uint pad;
uint pad_1;
uint pad_2;
uint pad_3;
uint pad_4;
uint pad_5;
uint pad_6;
uint pad_7;
uint pad_8;
uint pad_9;
uint pad_10;
uint pad_11;
uint pad_12;
uint pad_13;
uint pad_14;
uint pad_15;
uint pad_16;
uint pad_17;
uint pad_18;
uint pad_19;
uint pad_20;
uint pad_21;
uint pad_22;
uint pad_23;
uint pad_24;
uint pad_25;
uint pad_26;
uint pad_27;
uint pad_28;
uint pad_29;
vec4 v;
uint pad_30;
uint pad_31;
uint pad_32;
uint pad_33;
float16_t x;
uint pad_34;
uint pad_35;
uint pad_36;
uint pad_37;
uint pad_38;
uint pad_39;
uint pad_40;
f16vec3 y;
uint pad_41;
uint pad_42;
uint pad_43;
uint pad_44;
uint pad_45;
uint pad_46;
uint pad_47;
uint pad_48;
uint pad_49;
uint pad_50;
uint pad_51;
uint pad_52;
uint pad_53;
uint pad_54;
};
layout(binding = 0, std430) buffer tint_symbol_block_ssbo {
S inner;
} tint_symbol;
void assign_and_preserve_padding_tint_symbol(S value) {
tint_symbol.inner.f = value.f;
tint_symbol.inner.u = value.u;
tint_symbol.inner.v = value.v;
tint_symbol.inner.x = value.x;
tint_symbol.inner.y = value.y;
}
void frag_main(S tint_symbol_1) {
float f = tint_symbol_1.f;
uint u = tint_symbol_1.u;
vec4 v = tint_symbol_1.v;
float16_t x = tint_symbol_1.x;
f16vec3 y = tint_symbol_1.y;
assign_and_preserve_padding_tint_symbol(tint_symbol_1);
}
void main() {
S tint_symbol_2 = S(f_1, u_1, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, gl_FragCoord, 0u, 0u, 0u, 0u, x_1, 0u, 0u, 0u, 0u, 0u, 0u, 0u, y_1, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u);
frag_main(tint_symbol_2);
return;
}