#version 310 es #extension GL_AMD_gpu_shader_half_float : require precision mediump float; struct S { f16mat3x2 matrix; uint pad; f16vec3 vector; uint pad_1; uint pad_2; }; struct S_std140 { f16vec2 matrix_0; f16vec2 matrix_1; f16vec2 matrix_2; uint pad; f16vec3 vector; uint pad_1; uint pad_2; }; layout(binding = 0, std140) uniform data_block_std140_ubo { S_std140 inner; } data; f16mat3x2 load_data_inner_matrix() { return f16mat3x2(data.inner.matrix_0, data.inner.matrix_1, data.inner.matrix_2); } void tint_symbol() { f16vec2 x = (load_data_inner_matrix() * data.inner.vector); } void main() { tint_symbol(); return; }