| #version 450 core |
| #extension GL_AMD_gpu_shader_half_float : require |
| #extension GL_AMD_gpu_shader_int16 : require |
| layout(local_size_x = 1) in; |
| |
| layout(binding = 0, std430) buffer SSBO0 |
| { |
| ivec4 inputs[]; |
| }; |
| |
| layout(binding = 1, std430) buffer SSBO1 |
| { |
| i16vec4 outputs[]; |
| }; |
| |
| layout(binding = 2) uniform UBO |
| { |
| f16vec4 const0; |
| }; |
| |
| void main() |
| { |
| uint ident = gl_GlobalInvocationID.x; |
| outputs[ident].xy = unpackInt2x16(inputs[ident].x) + float16BitsToInt16(const0.xy); |
| outputs[ident].zw = i16vec2(unpackUint2x16(uint(inputs[ident].y)) - float16BitsToUint16(const0.zw)); |
| } |