#version 450 core #extension GL_EXT_shader_16bit_storage : enable struct S { float16_t x; f16vec2 y; f16vec3 z; }; layout(column_major, std140) uniform B1 { float16_t a; f16vec2 b; f16vec3 c; float16_t d[2]; S g; S h[2]; int j; } b1; layout(row_major, std430) buffer B2 { float16_t o; f16vec2 p; f16vec3 q; float16_t r[2]; S u; S v[2]; f16vec2 x[100]; float16_t w[]; } b2; layout(row_major, std140) uniform B5 { float16_t o; f16vec2 p; f16vec3 q; float16_t r[2]; S u; S v[2]; f16vec2 x[100]; float16_t w[100]; } b5; struct S2 { mat4x4 x; float16_t y; float z; }; struct S3 { S2 x; }; layout(row_major, std430) buffer B3 { S2 x; } b3; layout(column_major, std430) buffer B4 { S2 x; S3 y; } b4; void main() { b2.o = b1.a; b2.p = f16vec2(vec3(b2.q).xy); b2.p = f16vec2(vec3(b5.q).xy); b2.r[0] = b2.r[0]; b2.r[1] = b5.r[1]; b2.p = b2.p; float x0 = float(b1.a); vec4 x1 = vec4(b1.a, b2.p, 1.0); b4.x.x = b3.x.x; b2.o = float16_t(vec2(b2.p).x); b2.p = b2.v[1].y; vec3 v3 = vec3(b2.w[b1.j], b2.w[b1.j+1], b2.w[b1.j+2]); vec3 u3 = vec3(b5.w[b1.j], b5.w[b1.j+1], b5.w[b1.j+2]); b2.x[0] = b2.x[0]; b2.x[1] = b5.x[1]; b2.p.x = b1.a; b2.o = b2.p.x; b2.p = f16vec2(vec2(1.0, 2.0)); b2.o = float16_t(3.0); }