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#version 310 es
#extension GL_AMD_gpu_shader_half_float : require
precision mediump float;
struct S {
f16mat3x2 matrix;
uint pad;
f16vec3 vector;
uint pad_1;
uint pad_2;
};
struct S_std140 {
f16vec2 matrix_0;
f16vec2 matrix_1;
f16vec2 matrix_2;
uint pad;
f16vec3 vector;
uint pad_1;
uint pad_2;
};
layout(binding = 0, std140) uniform data_block_std140_ubo {
S_std140 inner;
} data;
f16mat3x2 load_data_inner_matrix() {
return f16mat3x2(data.inner.matrix_0, data.inner.matrix_1, data.inner.matrix_2);
}
void tint_symbol() {
f16vec2 x = (load_data_inner_matrix() * data.inner.vector);
}
void main() {
tint_symbol();
return;
}