#version 310 es #extension GL_AMD_gpu_shader_half_float : require layout(binding = 0, std430) buffer prevent_dce_block_ssbo { f16mat2x3 inner; } prevent_dce; void assign_and_preserve_padding_prevent_dce(f16mat2x3 value) { prevent_dce.inner[0] = value[0u]; prevent_dce.inner[1] = value[1u]; } void transpose_b9ad1f() { f16mat2x3 res = f16mat2x3(f16vec3(1.0hf), f16vec3(1.0hf)); assign_and_preserve_padding_prevent_dce(res); } vec4 vertex_main() { transpose_b9ad1f(); 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 mediump float; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { f16mat2x3 inner; } prevent_dce; void assign_and_preserve_padding_prevent_dce(f16mat2x3 value) { prevent_dce.inner[0] = value[0u]; prevent_dce.inner[1] = value[1u]; } void transpose_b9ad1f() { f16mat2x3 res = f16mat2x3(f16vec3(1.0hf), f16vec3(1.0hf)); assign_and_preserve_padding_prevent_dce(res); } void fragment_main() { transpose_b9ad1f(); } void main() { fragment_main(); return; } #version 310 es #extension GL_AMD_gpu_shader_half_float : require layout(binding = 0, std430) buffer prevent_dce_block_ssbo { f16mat2x3 inner; } prevent_dce; void assign_and_preserve_padding_prevent_dce(f16mat2x3 value) { prevent_dce.inner[0] = value[0u]; prevent_dce.inner[1] = value[1u]; } void transpose_b9ad1f() { f16mat2x3 res = f16mat2x3(f16vec3(1.0hf), f16vec3(1.0hf)); assign_and_preserve_padding_prevent_dce(res); } void compute_main() { transpose_b9ad1f(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }