| #version 450 |
| #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 |
| #if defined(GL_AMD_gpu_shader_int16) |
| #extension GL_AMD_gpu_shader_int16 : require |
| #else |
| #error No extension available for Int16. |
| #endif |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |
| |
| layout(binding = 0, std430) buffer SSBO0 |
| { |
| i16vec4 inputs[]; |
| } _25; |
| |
| layout(binding = 1, std430) buffer SSBO1 |
| { |
| ivec4 outputs[]; |
| } _39; |
| |
| void main() |
| { |
| uint ident = gl_GlobalInvocationID.x; |
| f16vec2 a = int16BitsToFloat16(_25.inputs[ident].xy); |
| _39.outputs[ident].x = int(packFloat2x16(a + f16vec2(float16_t(1.0)))); |
| _39.outputs[ident].y = packInt2x16(_25.inputs[ident].zw); |
| _39.outputs[ident].z = int(packUint2x16(u16vec2(_25.inputs[ident].xy))); |
| } |
| |