hlsl.buffer.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:26 Function Parameters: 0:26 'input' (in 4-component vector of float) 0:? Sequence 0:27 Branch: Return with expression 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) 0:27 'input' (in 4-component vector of float) 0:27 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:27 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:27 Constant: 0:27 0 (const uint) 0:27 v2: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float) 0:27 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2}) 0:27 Constant: 0:27 0 (const uint) 0:27 v3: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:27 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 offset=20 ) uniform int i3}) 0:27 Constant: 0:27 0 (const uint) 0:27 v4: direct index for structure (layout(column_major std430 offset=16 ) buffer 4-component vector of float) 0:27 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=16 ) buffer 4-component vector of float v4, layout(column_major std430 offset=48 ) buffer int i4, layout(column_major std430 offset=60 ) buffer float f1, layout(column_major std430 offset=64 ) buffer float f3, layout(column_major std430 offset=68 ) buffer float f4, layout(column_major std430 offset=72 ) buffer float f5, layout(column_major std430 ) buffer float f6, layout(column_major std430 ) buffer float f7}) 0:27 Constant: 0:27 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:? 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2}) 0:? 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 offset=20 ) uniform int i3}) 0:? 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=16 ) buffer 4-component vector of float v4, layout(column_major std430 offset=48 ) buffer int i4, layout(column_major std430 offset=60 ) buffer float f1, layout(column_major std430 offset=64 ) buffer float f3, layout(column_major std430 offset=68 ) buffer float f4, layout(column_major std430 offset=72 ) buffer float f5, layout(column_major std430 ) buffer float f6, layout(column_major std430 ) buffer float f7}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:26 Function Parameters: 0:26 'input' (in 4-component vector of float) 0:? Sequence 0:27 Branch: Return with expression 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) 0:27 add (temp 4-component vector of float) 0:27 'input' (in 4-component vector of float) 0:27 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:27 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:27 Constant: 0:27 0 (const uint) 0:27 v2: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float) 0:27 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2}) 0:27 Constant: 0:27 0 (const uint) 0:27 v3: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:27 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 offset=20 ) uniform int i3}) 0:27 Constant: 0:27 0 (const uint) 0:27 v4: direct index for structure (layout(column_major std430 offset=16 ) buffer 4-component vector of float) 0:27 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=16 ) buffer 4-component vector of float v4, layout(column_major std430 offset=48 ) buffer int i4, layout(column_major std430 offset=60 ) buffer float f1, layout(column_major std430 offset=64 ) buffer float f3, layout(column_major std430 offset=68 ) buffer float f4, layout(column_major std430 offset=72 ) buffer float f5, layout(column_major std430 ) buffer float f6, layout(column_major std430 ) buffer float f7}) 0:27 Constant: 0:27 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:? 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2}) 0:? 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 offset=20 ) uniform int i3}) 0:? 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=16 ) buffer 4-component vector of float v4, layout(column_major std430 offset=48 ) buffer int i4, layout(column_major std430 offset=60 ) buffer float f1, layout(column_major std430 offset=64 ) buffer float f3, layout(column_major std430 offset=68 ) buffer float f4, layout(column_major std430 offset=72 ) buffer float f5, layout(column_major std430 ) buffer float f6, layout(column_major std430 ) buffer float f7}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 39 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 9 ExecutionMode 4 OriginUpperLeft Source HLSL 450 Name 4 "PixelShaderFunction" Name 9 "input" Name 11 "" MemberName 11 0 "v1" Name 13 "" Name 20 "" MemberName 20 0 "v2" Name 22 "" Name 26 "" MemberName 26 0 "v3" MemberName 26 1 "i3" Name 28 "" Name 32 "" MemberName 32 0 "v4" MemberName 32 1 "i4" MemberName 32 2 "f1" MemberName 32 3 "f3" MemberName 32 4 "f4" MemberName 32 5 "f5" MemberName 32 6 "f6" MemberName 32 7 "f7" Name 34 "" MemberDecorate 11 0 Offset 0 Decorate 11 Block Decorate 13 DescriptorSet 0 MemberDecorate 20 0 Offset 0 Decorate 20 BufferBlock Decorate 22 DescriptorSet 0 MemberDecorate 26 0 Offset 0 MemberDecorate 26 1 Offset 20 Decorate 26 Block Decorate 28 DescriptorSet 0 MemberDecorate 32 0 Offset 16 MemberDecorate 32 1 Offset 48 MemberDecorate 32 2 Offset 60 MemberDecorate 32 3 Offset 64 MemberDecorate 32 4 Offset 68 MemberDecorate 32 5 Offset 72 MemberDecorate 32 6 Offset 76 MemberDecorate 32 7 Offset 80 Decorate 32 BufferBlock Decorate 34 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Input 7(fvec4) 9(input): 8(ptr) Variable Input 11: TypeStruct 7(fvec4) 12: TypePointer Uniform 11(struct) 13: 12(ptr) Variable Uniform 14: TypeInt 32 1 15: 14(int) Constant 0 16: TypePointer Uniform 7(fvec4) 20: TypeStruct 7(fvec4) 21: TypePointer Uniform 20(struct) 22: 21(ptr) Variable Uniform 26: TypeStruct 7(fvec4) 14(int) 27: TypePointer Uniform 26(struct) 28: 27(ptr) Variable Uniform 32: TypeStruct 7(fvec4) 14(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 33: TypePointer Uniform 32(struct) 34: 33(ptr) Variable Uniform 4(PixelShaderFunction): 2 Function None 3 5: Label 10: 7(fvec4) Load 9(input) 17: 16(ptr) AccessChain 13 15 18: 7(fvec4) Load 17 19: 7(fvec4) FAdd 10 18 23: 16(ptr) AccessChain 22 15 24: 7(fvec4) Load 23 25: 7(fvec4) FAdd 19 24 29: 16(ptr) AccessChain 28 15 30: 7(fvec4) Load 29 31: 7(fvec4) FAdd 25 30 35: 16(ptr) AccessChain 34 15 36: 7(fvec4) Load 35 37: 7(fvec4) FAdd 31 36 ReturnValue 37 FunctionEnd