#version 450 core // GL_EXT_shader_16bit_storage doesn't support input/output. #extension GL_EXT_shader_8bit_storage : require #extension GL_AMD_gpu_shader_int16 : require #extension GL_AMD_gpu_shader_half_float : require layout(location = 0, component = 0) in int16_t foo; layout(location = 0, component = 1) in uint16_t bar; layout(location = 1) in float16_t baz; layout(binding = 0) uniform block { i16vec2 a; u16vec2 b; i8vec2 c; u8vec2 d; f16vec2 e; }; layout(binding = 1) readonly buffer storage { i16vec3 f; u16vec3 g; i8vec3 h; u8vec3 i; f16vec3 j; }; layout(push_constant) uniform pushconst { i16vec4 k; u16vec4 l; i8vec4 m; u8vec4 n; f16vec4 o; }; layout(location = 0) out i16vec4 p; layout(location = 1) out u16vec4 q; layout(location = 2) out f16vec4 r; void main() { p = i16vec4(int(foo) + ivec4(ivec2(a), ivec2(c)) - ivec4(ivec3(f) / ivec3(h), 1) + ivec4(k) + ivec4(m)); q = u16vec4(uint(bar) + uvec4(uvec2(b), uvec2(d)) - uvec4(uvec3(g) / uvec3(i), 1) + uvec4(l) + uvec4(n)); r = f16vec4(float(baz) + vec4(vec2(e), 0, 1) - vec4(vec3(j), 1) + vec4(o)); gl_Position = vec4(0, 0, 0, 1); }