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//TEST_IGNORE_FILE:
#version 450
layout(row_major) uniform;
layout(row_major) buffer;
#extension GL_EXT_shader_16bit_storage : require
#extension GL_EXT_shader_explicit_arithmetic_types : require
layout(r16f)
layout(binding = 1)
uniform image2D halfTexture_0;
layout(rg16f)
layout(binding = 2)
uniform image2D halfTexture2_0;
layout(rgba16f)
layout(binding = 3)
uniform image2D halfTexture4_0;
layout(std430, binding = 0) buffer _S1 {
int _data[];
} outputBuffer_0;
layout(local_size_x = 4, local_size_y = 4, local_size_z = 1) in;void main()
{
ivec2 pos_0 = ivec2(gl_GlobalInvocationID.xy);
const float _S2 = 1.00000000000000000000 / 3.00000000000000000000;
ivec2 pos2_0 = ivec2(3 - pos_0.y, 3 - pos_0.x);
float16_t h_0 = (float16_t(imageLoad((halfTexture_0), ivec2((uvec2(pos2_0)))).x));
f16vec2 h2_0 = (f16vec2(imageLoad((halfTexture2_0), ivec2((uvec2(pos2_0)))).xy));
f16vec4 h4_0 = (f16vec4(imageLoad((halfTexture4_0), ivec2((uvec2(pos2_0))))));
imageStore((halfTexture_0), ivec2((uvec2(pos_0))), f16vec4(h2_0.x + h2_0.y, float16_t(0), float16_t(0), float16_t(0)));
imageStore((halfTexture2_0), ivec2((uvec2(pos_0))), f16vec4(h4_0.xy, float16_t(0), float16_t(0)));
imageStore((halfTexture4_0), ivec2((uvec2(pos_0))), f16vec4(h2_0, h_0, h_0));
int index_0 = pos_0.x + pos_0.y * 4;
((outputBuffer_0)._data[(uint(index_0))]) = index_0;
return;
}
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