void main() { const uint i = gl_WorkGroupID.x; const int r = inB[i + pcs.inBOff]; int z = 0; for (uint ind = gl_LocalInvocationID.x; ind < pcs.ne00/16; ind += gl_WorkGroupSize.x) { const uint inIndex = (r * pcs.nb01 + pcs.inAOff) + ind/NL * SIZE_OF_BLOCK; const mat4 result = dequantize_block(inIndex, ind%NL); for (uint j = 0; j < 4; ++j) { for (uint k = 0; k < 4; ++k) { const uint outIndex = i * pcs.nb1/BYTES_FOR_TYPE + pcs.outOff + z; out_[outIndex] = result[j][k]; ++z; } } } }