#version 310 es
#extension GL_AMD_gpu_shader_half_float : require

layout(binding = 0, std140) uniform u_block_std140_ubo {
  f16vec3 inner_0;
  f16vec3 inner_1;
  f16vec3 inner_2;
} u;

layout(binding = 1, std430) buffer u_block_ssbo {
  f16mat3 inner;
} s;

void assign_and_preserve_padding_s(f16mat3 value) {
  s.inner[0] = value[0u];
  s.inner[1] = value[1u];
  s.inner[2] = value[2u];
}

f16mat3 load_u_inner() {
  return f16mat3(u.inner_0, u.inner_1, u.inner_2);
}

void f() {
  assign_and_preserve_padding_s(load_u_inner());
  s.inner[1] = u.inner_0;
  s.inner[1] = u.inner_0.zxy;
  s.inner[0][1] = u.inner_1[0u];
}

layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
  f();
  return;
}
