blob: b6e7bca262d5d1bc586a565ce6a8d38627a01d5e [file] [log] [blame]
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16mat2 inner;
} prevent_dce;
void transpose_7be8b2() {
f16mat2 res = f16mat2(f16vec2(1.0hf), f16vec2(1.0hf));
prevent_dce.inner = res;
}
vec4 vertex_main() {
transpose_7be8b2();
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 highp float;
precision highp int;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16mat2 inner;
} prevent_dce;
void transpose_7be8b2() {
f16mat2 res = f16mat2(f16vec2(1.0hf), f16vec2(1.0hf));
prevent_dce.inner = res;
}
void fragment_main() {
transpose_7be8b2();
}
void main() {
fragment_main();
return;
}
#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
f16mat2 inner;
} prevent_dce;
void transpose_7be8b2() {
f16mat2 res = f16mat2(f16vec2(1.0hf), f16vec2(1.0hf));
prevent_dce.inner = res;
}
void compute_main() {
transpose_7be8b2();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}