#version 450 core #extension GL_EXT_shader_8bit_storage : enable struct S { int8_t x; i8vec2 y; i8vec3 z; }; layout(column_major, std140) uniform B1 { int8_t a; i8vec2 b; i8vec3 c; int8_t d[2]; S g; S h[2]; int j; } b1; layout(row_major, std430) buffer B2 { int8_t o; i8vec2 p; i8vec3 q; int8_t r[2]; S u; S v[2]; i8vec2 x[100]; int8_t w[]; } b2; layout(row_major, std140) uniform B5 { int8_t o; i8vec2 p; i8vec3 q; int8_t r[2]; S u; S v[2]; i8vec2 x[100]; int8_t w[100]; } b5; struct S2 { mat4x4 x; int8_t y; int 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 = i8vec2(ivec3(b2.q).xy); b2.p = i8vec2(ivec3(b5.q).xy); b2.r[0] = b2.r[0]; b2.r[1] = b5.r[1]; b2.p = b2.p; int x0 = int(b1.a); ivec4 x1 = ivec4(b1.a, b2.p, 1); b4.x.x = b3.x.x; b2.o = int8_t(ivec2(b2.p).x); b2.p = b2.v[1].y; ivec3 v3 = ivec3(b2.w[b1.j], b2.w[b1.j+1], b2.w[b1.j+2]); ivec3 u3 = ivec3(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 = i8vec2(ivec2(1, 2)); b2.o = int8_t(3); }