#version 310 es #extension GL_AMD_gpu_shader_half_float : require struct frexp_result_vec3_f16 { f16vec3 fract; ivec3 exp; }; void frexp_ae4a66() { frexp_result_vec3_f16 res = frexp_result_vec3_f16(f16vec3(0.5hf), ivec3(1)); } vec4 vertex_main() { frexp_ae4a66(); return vec4(0.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = vertex_main(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require precision highp float; struct frexp_result_vec3_f16 { f16vec3 fract; ivec3 exp; }; void frexp_ae4a66() { frexp_result_vec3_f16 res = frexp_result_vec3_f16(f16vec3(0.5hf), ivec3(1)); } void fragment_main() { frexp_ae4a66(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require struct frexp_result_vec3_f16 { f16vec3 fract; ivec3 exp; }; void frexp_ae4a66() { frexp_result_vec3_f16 res = frexp_result_vec3_f16(f16vec3(0.5hf), ivec3(1)); } void compute_main() { frexp_ae4a66(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }