#version 310 es #extension GL_AMD_gpu_shader_half_float : require struct Inner { float scalar_f32; int scalar_i32; uint scalar_u32; float16_t scalar_f16; vec2 vec2_f32; ivec2 vec2_i32; uvec2 vec2_u32; f16vec2 vec2_f16; uint pad; vec3 vec3_f32; uint pad_1; ivec3 vec3_i32; uint pad_2; uvec3 vec3_u32; uint pad_3; f16vec3 vec3_f16; uint pad_4; uint pad_5; vec4 vec4_f32; ivec4 vec4_i32; uvec4 vec4_u32; f16vec4 vec4_f16; mat2 mat2x2_f32; uint pad_6; uint pad_7; mat2x3 mat2x3_f32; mat2x4 mat2x4_f32; mat3x2 mat3x2_f32; uint pad_8; uint pad_9; mat3 mat3x3_f32; mat3x4 mat3x4_f32; mat4x2 mat4x2_f32; mat4x3 mat4x3_f32; mat4 mat4x4_f32; f16mat2 mat2x2_f16; f16mat2x3 mat2x3_f16; f16mat2x4 mat2x4_f16; f16mat3x2 mat3x2_f16; uint pad_10; f16mat3 mat3x3_f16; f16mat3x4 mat3x4_f16; f16mat4x2 mat4x2_f16; f16mat4x3 mat4x3_f16; f16mat4 mat4x4_f16; uint pad_11; uint pad_12; vec3 arr2_vec3_f32[2]; f16mat4x2 arr2_mat4x2_f16[2]; }; layout(binding = 0, std430) buffer S_ssbo { Inner arr[]; } sb; void tint_symbol(uint idx) { sb.arr[idx].scalar_f32 = 0.0f; sb.arr[idx].scalar_i32 = 0; sb.arr[idx].scalar_u32 = 0u; sb.arr[idx].scalar_f16 = 0.0hf; sb.arr[idx].vec2_f32 = vec2(0.0f); sb.arr[idx].vec2_i32 = ivec2(0); sb.arr[idx].vec2_u32 = uvec2(0u); sb.arr[idx].vec2_f16 = f16vec2(0.0hf); sb.arr[idx].vec3_f32 = vec3(0.0f); sb.arr[idx].vec3_i32 = ivec3(0); sb.arr[idx].vec3_u32 = uvec3(0u); sb.arr[idx].vec3_f16 = f16vec3(0.0hf); sb.arr[idx].vec4_f32 = vec4(0.0f); sb.arr[idx].vec4_i32 = ivec4(0); sb.arr[idx].vec4_u32 = uvec4(0u); sb.arr[idx].vec4_f16 = f16vec4(0.0hf); sb.arr[idx].mat2x2_f32 = mat2(vec2(0.0f), vec2(0.0f)); sb.arr[idx].mat2x3_f32 = mat2x3(vec3(0.0f), vec3(0.0f)); sb.arr[idx].mat2x4_f32 = mat2x4(vec4(0.0f), vec4(0.0f)); sb.arr[idx].mat3x2_f32 = mat3x2(vec2(0.0f), vec2(0.0f), vec2(0.0f)); sb.arr[idx].mat3x3_f32 = mat3(vec3(0.0f), vec3(0.0f), vec3(0.0f)); sb.arr[idx].mat3x4_f32 = mat3x4(vec4(0.0f), vec4(0.0f), vec4(0.0f)); sb.arr[idx].mat4x2_f32 = mat4x2(vec2(0.0f), vec2(0.0f), vec2(0.0f), vec2(0.0f)); sb.arr[idx].mat4x3_f32 = mat4x3(vec3(0.0f), vec3(0.0f), vec3(0.0f), vec3(0.0f)); sb.arr[idx].mat4x4_f32 = mat4(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f)); sb.arr[idx].mat2x2_f16 = f16mat2(f16vec2(0.0hf), f16vec2(0.0hf)); sb.arr[idx].mat2x3_f16 = f16mat2x3(f16vec3(0.0hf), f16vec3(0.0hf)); sb.arr[idx].mat2x4_f16 = f16mat2x4(f16vec4(0.0hf), f16vec4(0.0hf)); sb.arr[idx].mat3x2_f16 = f16mat3x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf)); sb.arr[idx].mat3x3_f16 = f16mat3(f16vec3(0.0hf), f16vec3(0.0hf), f16vec3(0.0hf)); sb.arr[idx].mat3x4_f16 = f16mat3x4(f16vec4(0.0hf), f16vec4(0.0hf), f16vec4(0.0hf)); sb.arr[idx].mat4x2_f16 = f16mat4x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf)); sb.arr[idx].mat4x3_f16 = f16mat4x3(f16vec3(0.0hf), f16vec3(0.0hf), f16vec3(0.0hf), f16vec3(0.0hf)); sb.arr[idx].mat4x4_f16 = f16mat4(f16vec4(0.0hf), f16vec4(0.0hf), f16vec4(0.0hf), f16vec4(0.0hf)); vec3 tint_symbol_1[2] = vec3[2](vec3(0.0f), vec3(0.0f)); sb.arr[idx].arr2_vec3_f32 = tint_symbol_1; f16mat4x2 tint_symbol_2[2] = f16mat4x2[2](f16mat4x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf)), f16mat4x2(f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf), f16vec2(0.0hf))); sb.arr[idx].arr2_mat4x2_f16 = tint_symbol_2; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { tint_symbol(gl_LocalInvocationIndex); return; }