hlsl.amend.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: @f1( (temp void) 0:5 Function Parameters: 0:? Sequence 0:6 vector-scale (temp 4-component vector of float) 0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) 0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:6 Constant: 0:6 0 (const uint) 0:6 b: direct index for structure (layout(offset=16 ) uniform float) 0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:6 Constant: 0:6 1 (const uint) 0:5 Function Definition: f1( (temp void) 0:5 Function Parameters: 0:? Sequence 0:5 Function Call: @f1( (temp void) 0:12 Function Definition: f2( (temp void) 0:12 Function Parameters: 0:? Sequence 0:13 add (temp float) 0:13 add (temp float) 0:13 direct index (temp float) 0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 0 (const int) 0:13 b: direct index for structure (layout(offset=16 ) uniform float) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:13 Constant: 0:13 1 (const uint) 0:13 direct index (temp float) 0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:13 Constant: 0:13 2 (const uint) 0:13 Constant: 0:13 0 (const int) 0:17 Function Definition: f3( (temp void) 0:17 Function Parameters: 0:? Sequence 0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:18 Constant: 0:18 2 (const uint) 0:24 Function Definition: f4( (temp void) 0:24 Function Parameters: 0:? Sequence 0:25 vector-scale (temp 4-component vector of float) 0:25 Convert int to float (temp float) 0:25 d: direct index for structure (layout(offset=44 ) uniform int) 0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:25 Constant: 0:25 3 (const uint) 0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) 0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:25 Constant: 0:25 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: @f1( (temp void) 0:5 Function Parameters: 0:? Sequence 0:6 vector-scale (temp 4-component vector of float) 0:6 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) 0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:6 Constant: 0:6 0 (const uint) 0:6 b: direct index for structure (layout(offset=16 ) uniform float) 0:6 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:6 Constant: 0:6 1 (const uint) 0:5 Function Definition: f1( (temp void) 0:5 Function Parameters: 0:? Sequence 0:5 Function Call: @f1( (temp void) 0:12 Function Definition: f2( (temp void) 0:12 Function Parameters: 0:? Sequence 0:13 add (temp float) 0:13 add (temp float) 0:13 direct index (temp float) 0:13 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 0 (const int) 0:13 b: direct index for structure (layout(offset=16 ) uniform float) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:13 Constant: 0:13 1 (const uint) 0:13 direct index (temp float) 0:13 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:13 Constant: 0:13 2 (const uint) 0:13 Constant: 0:13 0 (const int) 0:17 Function Definition: f3( (temp void) 0:17 Function Parameters: 0:? Sequence 0:18 c: direct index for structure (layout(offset=32 ) uniform 3-component vector of float) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:18 Constant: 0:18 2 (const uint) 0:24 Function Definition: f4( (temp void) 0:24 Function Parameters: 0:? Sequence 0:25 vector-scale (temp 4-component vector of float) 0:25 Convert int to float (temp float) 0:25 d: direct index for structure (layout(offset=44 ) uniform int) 0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:25 Constant: 0:25 3 (const uint) 0:25 a: direct index for structure (layout(offset=0 ) uniform 4-component vector of float) 0:25 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) 0:25 Constant: 0:25 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float a, layout(offset=16 ) uniform float b, layout(offset=32 ) uniform 3-component vector of float c, layout(offset=44 ) uniform int d, uniform int e}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 50 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "f1" ExecutionMode 4 OriginUpperLeft Name 4 "f1" Name 6 "@f1(" Name 8 "f2(" Name 10 "f3(" Name 12 "f4(" Name 18 "$Global" MemberName 18($Global) 0 "a" MemberName 18($Global) 1 "b" MemberName 18($Global) 2 "c" MemberName 18($Global) 3 "d" MemberName 18($Global) 4 "e" Name 20 "" MemberDecorate 18($Global) 0 Offset 0 MemberDecorate 18($Global) 1 Offset 16 MemberDecorate 18($Global) 2 Offset 32 MemberDecorate 18($Global) 3 Offset 44 MemberDecorate 18($Global) 4 Offset 48 Decorate 18($Global) Block Decorate 20 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 14: TypeFloat 32 15: TypeVector 14(float) 4 16: TypeVector 14(float) 3 17: TypeInt 32 1 18($Global): TypeStruct 15(fvec4) 14(float) 16(fvec3) 17(int) 17(int) 19: TypePointer Uniform 18($Global) 20: 19(ptr) Variable Uniform 21: 17(int) Constant 0 22: TypePointer Uniform 15(fvec4) 25: 17(int) Constant 1 26: TypePointer Uniform 14(float) 31: TypeInt 32 0 32: 31(int) Constant 0 38: 17(int) Constant 2 42: 17(int) Constant 3 43: TypePointer Uniform 17(int) 4(f1): 2 Function None 3 5: Label 30: 2 FunctionCall 6(@f1() Return FunctionEnd 6(@f1(): 2 Function None 3 7: Label 23: 22(ptr) AccessChain 20 21 24: 15(fvec4) Load 23 27: 26(ptr) AccessChain 20 25 28: 14(float) Load 27 29: 15(fvec4) VectorTimesScalar 24 28 Return FunctionEnd 8(f2(): 2 Function None 3 9: Label 33: 26(ptr) AccessChain 20 21 32 34: 14(float) Load 33 35: 26(ptr) AccessChain 20 25 36: 14(float) Load 35 37: 14(float) FAdd 34 36 39: 26(ptr) AccessChain 20 38 32 40: 14(float) Load 39 41: 14(float) FAdd 37 40 Return FunctionEnd 10(f3(): 2 Function None 3 11: Label Return FunctionEnd 12(f4(): 2 Function None 3 13: Label 44: 43(ptr) AccessChain 20 42 45: 17(int) Load 44 46: 14(float) ConvertSToF 45 47: 22(ptr) AccessChain 20 21 48: 15(fvec4) Load 47 49: 15(fvec4) VectorTimesScalar 48 46 Return FunctionEnd