#version 450 #if defined(GL_AMD_gpu_shader_int16) #extension GL_AMD_gpu_shader_int16 : require #else #error No extension available for Int16. #endif #if defined(GL_AMD_gpu_shader_half_float) #extension GL_AMD_gpu_shader_half_float : require #elif defined(GL_NV_gpu_shader5) #extension GL_NV_gpu_shader5 : require #else #error No extension available for FP16. #endif layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 1, std430) buffer SSBO1 { i16vec4 outputs[]; } _21; layout(binding = 0, std430) buffer SSBO0 { ivec4 inputs[]; } _29; layout(binding = 2, std140) uniform UBO { f16vec4 const0; } _40; void main() { uint ident = gl_GlobalInvocationID.x; i16vec2 _47 = unpackInt2x16(_29.inputs[ident].x) + float16BitsToInt16(_40.const0.xy); _21.outputs[ident] = i16vec4(_47.x, _47.y, _21.outputs[ident].z, _21.outputs[ident].w); i16vec2 _66 = i16vec2(unpackUint2x16(uint(_29.inputs[ident].y)) - float16BitsToUint16(_40.const0.zw)); _21.outputs[ident] = i16vec4(_21.outputs[ident].x, _21.outputs[ident].y, _66.x, _66.y); }