#version 450 core #extension GL_AMD_gpu_shader_half_float : require #extension GL_AMD_gpu_shader_int16 : require layout(local_size_x = 1) in; layout(binding = 0, std430) buffer SSBO0 { i16vec4 inputs[]; }; layout(binding = 1, std430) buffer SSBO1 { ivec4 outputs[]; }; void main() { uint ident = gl_GlobalInvocationID.x; f16vec2 a = int16BitsToFloat16(inputs[ident].xy); outputs[ident].x = int(packFloat2x16(a + f16vec2(1, 1))); outputs[ident].y = packInt2x16(inputs[ident].zw); outputs[ident].z = int(packUint2x16(u16vec2(inputs[ident].xy))); }