1fb27b4cda
In GLSL, 8-bit types require GL_EXT_shader_8bit_storage. 16-bit types can use either GL_AMD_gpu_shader_int16/GL_AMD_gpu_shader_half_float or GL_EXT_shader_16bit_storage.
47 lines
1.2 KiB
GLSL
47 lines
1.2 KiB
GLSL
#version 450 core
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// GL_EXT_shader_16bit_storage doesn't support input/output.
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#extension GL_EXT_shader_8bit_storage : require
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#extension GL_AMD_gpu_shader_int16 : require
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#extension GL_AMD_gpu_shader_half_float : require
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layout(location = 0, component = 0) in int16_t foo;
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layout(location = 0, component = 1) in uint16_t bar;
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layout(location = 1) in float16_t baz;
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layout(binding = 0) uniform block {
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i16vec2 a;
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u16vec2 b;
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i8vec2 c;
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u8vec2 d;
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f16vec2 e;
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};
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layout(binding = 1) readonly buffer storage {
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i16vec3 f;
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u16vec3 g;
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i8vec3 h;
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u8vec3 i;
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f16vec3 j;
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};
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layout(push_constant) uniform pushconst {
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i16vec4 k;
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u16vec4 l;
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i8vec4 m;
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u8vec4 n;
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f16vec4 o;
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};
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layout(location = 0) out i16vec4 p;
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layout(location = 1) out u16vec4 q;
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layout(location = 2) out f16vec4 r;
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void main() {
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p = i16vec4(int(foo) + ivec4(ivec2(a), ivec2(c)) - ivec4(ivec3(f) / ivec3(h), 1) + ivec4(k) + ivec4(m));
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q = u16vec4(uint(bar) + uvec4(uvec2(b), uvec2(d)) - uvec4(uvec3(g) / uvec3(i), 1) + uvec4(l) + uvec4(n));
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r = f16vec4(float(baz) + vec4(vec2(e), 0, 1) - vec4(vec3(j), 1) + vec4(o));
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gl_Position = vec4(0, 0, 0, 1);
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}
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