91 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			91 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450 core
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#extension GL_EXT_shader_16bit_storage : enable
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struct S
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{
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    int16_t  x;
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    i16vec2    y;
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    i16vec3    z;
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};
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layout(column_major, std140) uniform B1
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{
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    int16_t  a;
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    i16vec2    b;
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    i16vec3    c;
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    int16_t  d[2];
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    S          g;
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    S          h[2];
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    int        j;
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} b1;
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layout(row_major, std430) buffer B2
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{
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    int16_t  o;
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    i16vec2    p;
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    i16vec3    q;
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    int16_t  r[2];
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    S          u;
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    S          v[2];
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    i16vec2    x[100];
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    int16_t  w[];
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} b2;
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layout(row_major, std140) uniform B5
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{
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    int16_t  o;
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    i16vec2    p;
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    i16vec3    q;
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    int16_t  r[2];
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    S          u;
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    S          v[2];
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    i16vec2    x[100];
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    int16_t  w[100];
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} b5;
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struct S2 {
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    mat4x4 x;
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    int16_t y;
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    int z;
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};
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struct S3 {
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    S2 x;
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};
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layout(row_major, std430) buffer B3
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{
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    S2 x;
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} b3;
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layout(column_major, std430) buffer B4
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{
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    S2 x;
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    S3 y;
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} b4;
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void main()
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{
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    b2.o = b1.a;
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    b2.p = i16vec2(ivec3(b2.q).xy);
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    b2.p = i16vec2(ivec3(b5.q).xy);
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    b2.r[0] = b2.r[0];
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    b2.r[1] = b5.r[1];
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    b2.p = b2.p;
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    int x0 = int(b1.a);
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    ivec4 x1 = ivec4(b1.a, b2.p, 1);
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    b4.x.x = b3.x.x;
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    b2.o = int16_t(ivec2(b2.p).x);
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    b2.p = b2.v[1].y;
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    ivec3 v3 = ivec3(b2.w[b1.j], b2.w[b1.j+1], b2.w[b1.j+2]);
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    ivec3 u3 = ivec3(b5.w[b1.j], b5.w[b1.j+1], b5.w[b1.j+2]);
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    b2.x[0] = b2.x[0];
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    b2.x[1] = b5.x[1];
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    b2.p.x = b1.a;
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    b2.o = b2.p.x;
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    b2.p = i16vec2(ivec2(1, 2));
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    b2.o = int16_t(3);
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}
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