103 lines
1.5 KiB
GLSL
103 lines
1.5 KiB
GLSL
#version 450 core
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#extension GL_EXT_shader_16bit_storage : enable
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struct S
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{
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float16_t x;
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f16vec2 y;
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f16vec3 z;
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};
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layout(column_major, std140) uniform B1
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{
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float16_t a;
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f16vec2 b;
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f16vec3 c;
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float16_t d[2];
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S g;
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S h[2];
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int j;
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} b1;
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layout(row_major, std430) buffer B2
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{
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float16_t o;
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f16vec2 p;
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f16vec3 q;
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float16_t r[2];
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S u;
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S v[2];
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float16_t w[];
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} b2;
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struct S2 {
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mat4x4 x;
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float16_t y;
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float z;
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};
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struct S3 {
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S2 x;
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};
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layout(row_major, std430) buffer B3
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{
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S2 x;
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} b3;
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layout(column_major, std430) buffer B4
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{
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S2 x;
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} b4;
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void func3(S2 x) {
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}
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S2 func4() {
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return b4.x;
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}
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float func(float16_t a) {
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return 0.0;
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}
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struct S4 {
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float x;
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float16_t y;
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};
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float func2(float a) { return 0.0; }
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void main()
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{
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b2.o = b2.q[1];
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b2.p = b2.q.xy;
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b2.o = max(b1.a, b1.a);
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bvec2 bv = lessThan(b2.p, b2.p);
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b2.o = b1.a + b1.a;
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b2.o = -b1.a;
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b2.o = b1.a + 1.0;
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b2.p = b2.p.yx;
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b4.x = b3.x;
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float16_t f0;
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S2 f1;
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S3 f2;
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if (b1.a == b1.a) {}
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b2.r = b2.r;
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b2.o = 1.0HF;
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b2.p = f16vec2(3.0, 4.0);
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f16vec2[2](f16vec2(vec2(1.0,2.0)), f16vec2(vec2(3.0,4.0)));
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// NOT ERRORING YET
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b3.x;
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S4(0.0, float16_t(0.0));
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func2(b1.a);
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}
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layout(column_major, std140) uniform B6
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{
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f16mat2x3 e;
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} b6;
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