104 lines
2.8 KiB
Plaintext
104 lines
2.8 KiB
Plaintext
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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struct Inner {
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float scalar_f32;
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int scalar_i32;
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uint scalar_u32;
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float16_t scalar_f16;
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vec2 vec2_f32;
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ivec2 vec2_i32;
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uvec2 vec2_u32;
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f16vec2 vec2_f16;
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uint pad;
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vec3 vec3_f32;
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uint pad_1;
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ivec3 vec3_i32;
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uint pad_2;
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uvec3 vec3_u32;
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uint pad_3;
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f16vec3 vec3_f16;
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uint pad_4;
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uint pad_5;
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vec4 vec4_f32;
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ivec4 vec4_i32;
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uvec4 vec4_u32;
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f16vec4 vec4_f16;
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mat2 mat2x2_f32;
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uint pad_6;
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uint pad_7;
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mat2x3 mat2x3_f32;
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mat2x4 mat2x4_f32;
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mat3x2 mat3x2_f32;
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uint pad_8;
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uint pad_9;
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mat3 mat3x3_f32;
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mat3x4 mat3x4_f32;
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mat4x2 mat4x2_f32;
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mat4x3 mat4x3_f32;
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mat4 mat4x4_f32;
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f16mat2 mat2x2_f16;
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f16mat2x3 mat2x3_f16;
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f16mat2x4 mat2x4_f16;
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f16mat3x2 mat3x2_f16;
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uint pad_10;
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f16mat3 mat3x3_f16;
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f16mat3x4 mat3x4_f16;
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f16mat4x2 mat4x2_f16;
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f16mat4x3 mat4x3_f16;
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f16mat4 mat4x4_f16;
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uint pad_11;
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uint pad_12;
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vec3 arr2_vec3_f32[2];
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f16mat4x2 arr2_mat4x2_f16[2];
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};
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layout(binding = 0, std430) buffer S_ssbo {
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Inner arr[];
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} sb;
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void tint_symbol(uint idx) {
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float scalar_f32 = sb.arr[idx].scalar_f32;
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int scalar_i32 = sb.arr[idx].scalar_i32;
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uint scalar_u32 = sb.arr[idx].scalar_u32;
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float16_t scalar_f16 = sb.arr[idx].scalar_f16;
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vec2 vec2_f32 = sb.arr[idx].vec2_f32;
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ivec2 vec2_i32 = sb.arr[idx].vec2_i32;
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uvec2 vec2_u32 = sb.arr[idx].vec2_u32;
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f16vec2 vec2_f16 = sb.arr[idx].vec2_f16;
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vec3 vec3_f32 = sb.arr[idx].vec3_f32;
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ivec3 vec3_i32 = sb.arr[idx].vec3_i32;
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uvec3 vec3_u32 = sb.arr[idx].vec3_u32;
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f16vec3 vec3_f16 = sb.arr[idx].vec3_f16;
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vec4 vec4_f32 = sb.arr[idx].vec4_f32;
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ivec4 vec4_i32 = sb.arr[idx].vec4_i32;
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uvec4 vec4_u32 = sb.arr[idx].vec4_u32;
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f16vec4 vec4_f16 = sb.arr[idx].vec4_f16;
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mat2 mat2x2_f32 = sb.arr[idx].mat2x2_f32;
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mat2x3 mat2x3_f32 = sb.arr[idx].mat2x3_f32;
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mat2x4 mat2x4_f32 = sb.arr[idx].mat2x4_f32;
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mat3x2 mat3x2_f32 = sb.arr[idx].mat3x2_f32;
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mat3 mat3x3_f32 = sb.arr[idx].mat3x3_f32;
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mat3x4 mat3x4_f32 = sb.arr[idx].mat3x4_f32;
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mat4x2 mat4x2_f32 = sb.arr[idx].mat4x2_f32;
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mat4x3 mat4x3_f32 = sb.arr[idx].mat4x3_f32;
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mat4 mat4x4_f32 = sb.arr[idx].mat4x4_f32;
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f16mat2 mat2x2_f16 = sb.arr[idx].mat2x2_f16;
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f16mat2x3 mat2x3_f16 = sb.arr[idx].mat2x3_f16;
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f16mat2x4 mat2x4_f16 = sb.arr[idx].mat2x4_f16;
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f16mat3x2 mat3x2_f16 = sb.arr[idx].mat3x2_f16;
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f16mat3 mat3x3_f16 = sb.arr[idx].mat3x3_f16;
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f16mat3x4 mat3x4_f16 = sb.arr[idx].mat3x4_f16;
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f16mat4x2 mat4x2_f16 = sb.arr[idx].mat4x2_f16;
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f16mat4x3 mat4x3_f16 = sb.arr[idx].mat4x3_f16;
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f16mat4 mat4x4_f16 = sb.arr[idx].mat4x4_f16;
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vec3 arr2_vec3_f32[2] = sb.arr[idx].arr2_vec3_f32;
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f16mat4x2 arr2_mat4x2_f16[2] = sb.arr[idx].arr2_mat4x2_f16;
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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tint_symbol(gl_LocalInvocationIndex);
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return;
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}
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