#version 310 es #extension GL_AMD_gpu_shader_half_float : require precision mediump float; struct S { f16mat4x3 matrix; f16vec3 vector; uint pad; uint pad_1; }; struct S_std140 { f16vec3 matrix_0; f16vec3 matrix_1; f16vec3 matrix_2; f16vec3 matrix_3; f16vec3 vector; uint pad; uint pad_1; }; layout(binding = 0, std140) uniform data_block_std140_ubo { S_std140 inner; } data; f16mat4x3 load_data_inner_matrix() { return f16mat4x3(data.inner.matrix_0, data.inner.matrix_1, data.inner.matrix_2, data.inner.matrix_3); } void tint_symbol() { f16vec4 x = (data.inner.vector * load_data_inner_matrix()); } void main() { tint_symbol(); return; }