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<title>slang.git/tests/glsl/float16_types.slang, branch master</title>
<subtitle>Making it easier to work with shaders</subtitle>
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<updated>2025-05-13T01:03:59+00:00</updated>
<entry>
<title>Add half-precision matrix type aliases in GLSL (#7066)</title>
<updated>2025-05-13T01:03:59+00:00</updated>
<author>
<name>James Helferty (NVIDIA)</name>
<email>jhelferty@nvidia.com</email>
</author>
<published>2025-05-13T01:03:59+00:00</published>
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<id>urn:sha1:2fb95f99c3efbe54f92f6338ab8c6970f1ec35ee</id>
<content type='text'>
Fixes #6708

This commit adds type aliases for half-precision matrices, including
f16mat3x2, f16mat3x3, f16mat3x4, f16mat4x2, f16mat4x3, and f16mat4x4.
Convenience aliases for square matrices (f16mat2, f16mat3, f16mat4) are
also added.

This commit introduces a new test file that validates the usage of
half-precision types in a compute shader context.</content>
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