| #version 450 |
| #if defined(GL_AMD_gpu_shader_int16) |
| #extension GL_AMD_gpu_shader_int16 : require |
| #else |
| #error No extension available for Int16. |
| #endif |
| #if defined(GL_AMD_gpu_shader_half_float) |
| #extension GL_AMD_gpu_shader_half_float : require |
| #elif defined(GL_NV_gpu_shader5) |
| #extension GL_NV_gpu_shader5 : require |
| #else |
| #error No extension available for FP16. |
| #endif |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| |
| layout(binding = 1, std430) buffer SSBO1 |
| { |
| i16vec4 outputs[]; |
| } _21; |
| |
| layout(binding = 0, std430) buffer SSBO0 |
| { |
| ivec4 inputs[]; |
| } _29; |
| |
| layout(binding = 2, std140) uniform UBO |
| { |
| f16vec4 const0; |
| } _40; |
| |
| void main() |
| { |
| uint ident = gl_GlobalInvocationID.x; |
| i16vec2 _47 = unpackInt2x16(_29.inputs[ident].x) + float16BitsToInt16(_40.const0.xy); |
| _21.outputs[ident] = i16vec4(_47.x, _47.y, _21.outputs[ident].z, _21.outputs[ident].w); |
| i16vec2 _66 = i16vec2(unpackUint2x16(uint(_29.inputs[ident].y)) - float16BitsToUint16(_40.const0.zw)); |
| _21.outputs[ident] = i16vec4(_21.outputs[ident].x, _21.outputs[ident].y, _66.x, _66.y); |
| } |
| |