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' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:27 Sequence 0:27 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 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 add (temp 4-component vector of float) 0:27 'input' (layout(location=0 ) 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) 0:27 Branch: Return 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' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:27 Sequence 0:27 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 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 add (temp 4-component vector of float) 0:27 'input' (layout(location=0 ) 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) 0:27 Branch: Return 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 41 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 9 11 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 9 "@entryPointOutput" Name 11 "input" Name 13 "" MemberName 13 0 "v1" Name 15 "" Name 22 "" MemberName 22 0 "v2" Name 24 "" Name 28 "" MemberName 28 0 "v3" MemberName 28 1 "i3" Name 30 "" Name 34 "" MemberName 34 0 "v4" MemberName 34 1 "i4" MemberName 34 2 "f1" MemberName 34 3 "f3" MemberName 34 4 "f4" MemberName 34 5 "f5" MemberName 34 6 "f6" MemberName 34 7 "f7" Name 36 "" Decorate 9(@entryPointOutput) Location 0 Decorate 11(input) Location 0 MemberDecorate 13 0 Offset 0 Decorate 13 Block Decorate 15 DescriptorSet 0 MemberDecorate 22 0 Offset 0 Decorate 22 BufferBlock Decorate 24 DescriptorSet 0 MemberDecorate 28 0 Offset 0 MemberDecorate 28 1 Offset 20 Decorate 28 Block Decorate 30 DescriptorSet 0 MemberDecorate 34 0 Offset 16 MemberDecorate 34 1 Offset 48 MemberDecorate 34 2 Offset 60 MemberDecorate 34 3 Offset 64 MemberDecorate 34 4 Offset 68 MemberDecorate 34 5 Offset 72 MemberDecorate 34 6 Offset 76 MemberDecorate 34 7 Offset 80 Decorate 34 BufferBlock Decorate 36 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Output 7(fvec4) 9(@entryPointOutput): 8(ptr) Variable Output 10: TypePointer Input 7(fvec4) 11(input): 10(ptr) Variable Input 13: TypeStruct 7(fvec4) 14: TypePointer Uniform 13(struct) 15: 14(ptr) Variable Uniform 16: TypeInt 32 1 17: 16(int) Constant 0 18: TypePointer Uniform 7(fvec4) 22: TypeStruct 7(fvec4) 23: TypePointer Uniform 22(struct) 24: 23(ptr) Variable Uniform 28: TypeStruct 7(fvec4) 16(int) 29: TypePointer Uniform 28(struct) 30: 29(ptr) Variable Uniform 34: TypeStruct 7(fvec4) 16(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 35: TypePointer Uniform 34(struct) 36: 35(ptr) Variable Uniform 4(PixelShaderFunction): 2 Function None 3 5: Label 12: 7(fvec4) Load 11(input) 19: 18(ptr) AccessChain 15 17 20: 7(fvec4) Load 19 21: 7(fvec4) FAdd 12 20 25: 18(ptr) AccessChain 24 17 26: 7(fvec4) Load 25 27: 7(fvec4) FAdd 21 26 31: 18(ptr) AccessChain 30 17 32: 7(fvec4) Load 31 33: 7(fvec4) FAdd 27 32 37: 18(ptr) AccessChain 36 17 38: 7(fvec4) Load 37 39: 7(fvec4) FAdd 33 38 Store 9(@entryPointOutput) 39 Return FunctionEnd