#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 { ivec4 inputs[]; }; layout(binding = 1, std430) buffer SSBO1 { i16vec4 outputs[]; }; layout(binding = 2) uniform UBO { f16vec4 const0; }; void main() { uint ident = gl_GlobalInvocationID.x; outputs[ident].xy = unpackInt2x16(inputs[ident].x) + float16BitsToInt16(const0.xy); outputs[ident].zw = i16vec2(unpackUint2x16(uint(inputs[ident].y)) - float16BitsToUint16(const0.zw)); }