#version 450 #extension GL_EXT_shader_explicit_arithmetic_types_int16 : require #extension GL_EXT_shader_16bit_storage : require #extension GL_EXT_shader_explicit_arithmetic_types_int8 : require #extension GL_EXT_shader_8bit_storage : require layout(set = 0, binding = 1, std430) buffer SSBO { int8_t i8[16]; uint8_t u8[16]; } ssbo; layout(set = 0, binding = 0, std140) uniform UBO { int8_t i8; uint8_t u8; } ubo; layout(push_constant, std430) uniform Push { int8_t i8; uint8_t u8; } registers; layout(location = 0) flat in ivec4 vColor; layout(location = 0) out ivec4 FragColorInt; layout(location = 1) out uvec4 FragColorUint; void main() { int16_t _196 = 10s; int _197 = 20; i8vec2 _198 = unpack8(_196); i8vec4 _199 = unpack8(_197); _196 = pack16(_198); _197 = pack32(_199); ssbo.i8[0] = _199.x; ssbo.i8[1] = _199.y; ssbo.i8[2] = _199.z; ssbo.i8[3] = _199.w; uint16_t _220 = 10us; uint _221 = 20u; u8vec2 _222 = unpack8(_220); u8vec4 _223 = unpack8(_221); _220 = pack16(_222); _221 = pack32(_223); ssbo.u8[0] = _223.x; ssbo.u8[1] = _223.y; ssbo.u8[2] = _223.z; ssbo.u8[3] = _223.w; i8vec4 _246 = i8vec4(vColor); i8vec4 _244 = _246; _244 += i8vec4(registers.i8); _244 += i8vec4(-40); _244 += i8vec4(-50); _244 += i8vec4(int8_t(10), int8_t(20), int8_t(30), int8_t(40)); _244 += i8vec4(ssbo.i8[4]); _244 += i8vec4(ubo.i8); FragColorInt = ivec4(_244); u8vec4 _271 = u8vec4(_246); _271 += u8vec4(registers.u8); _271 += u8vec4(216); _271 += u8vec4(206); _271 += u8vec4(uint8_t(10), uint8_t(20), uint8_t(30), uint8_t(40)); _271 += u8vec4(ssbo.u8[4]); _271 += u8vec4(ubo.u8); FragColorUint = uvec4(_271); }