hlsl.y-negate-2.vert Shader version: 500 0:? Sequence 0:6 Function Definition: @main(vf4; ( temp void) 0:6 Function Parameters: 0:6 'position' ( out 4-component vector of float) 0:? Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'position' ( out 4-component vector of float) 0:7 pos: direct index for structure ( uniform 4-component vector of float) 0:7 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos}) 0:7 Constant: 0:7 0 (const uint) 0:6 Function Definition: main( ( temp void) 0:6 Function Parameters: 0:? Sequence 0:6 Function Call: @main(vf4; ( temp void) 0:? 'position' ( temp 4-component vector of float) 0:6 Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:6 '@position' ( temp 4-component vector of float) 0:? 'position' ( temp 4-component vector of float) 0:6 move second child to first child ( temp float) 0:6 direct index ( temp float) 0:6 '@position' ( temp 4-component vector of float) 0:6 Constant: 0:6 1 (const int) 0:6 Negate value ( temp float) 0:6 direct index ( temp float) 0:6 '@position' ( temp 4-component vector of float) 0:6 Constant: 0:6 1 (const int) 0:6 move second child to first child ( temp 4-component vector of float) 0:? 'position' ( out 4-component vector of float Position) 0:6 '@position' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos}) 0:? 'position' ( out 4-component vector of float Position) Linked vertex stage: Shader version: 500 0:? Sequence 0:6 Function Definition: @main(vf4; ( temp void) 0:6 Function Parameters: 0:6 'position' ( out 4-component vector of float) 0:? Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'position' ( out 4-component vector of float) 0:7 pos: direct index for structure ( uniform 4-component vector of float) 0:7 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos}) 0:7 Constant: 0:7 0 (const uint) 0:6 Function Definition: main( ( temp void) 0:6 Function Parameters: 0:? Sequence 0:6 Function Call: @main(vf4; ( temp void) 0:? 'position' ( temp 4-component vector of float) 0:6 Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:6 '@position' ( temp 4-component vector of float) 0:? 'position' ( temp 4-component vector of float) 0:6 move second child to first child ( temp float) 0:6 direct index ( temp float) 0:6 '@position' ( temp 4-component vector of float) 0:6 Constant: 0:6 1 (const int) 0:6 Negate value ( temp float) 0:6 direct index ( temp float) 0:6 '@position' ( temp 4-component vector of float) 0:6 Constant: 0:6 1 (const int) 0:6 move second child to first child ( temp 4-component vector of float) 0:? 'position' ( out 4-component vector of float Position) 0:6 '@position' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float pos}) 0:? 'position' ( out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 80003 // Id's are bound by 43 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 35 Source HLSL 500 Name 4 "main" Name 13 "$Global" MemberName 13($Global) 0 "pos" Name 15 "" Name 35 "position" MemberDecorate 13($Global) 0 Offset 0 Decorate 13($Global) Block Decorate 15 DescriptorSet 0 Decorate 35(position) BuiltIn Position 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 13($Global): TypeStruct 7(fvec4) 14: TypePointer Uniform 13($Global) 15: 14(ptr) Variable Uniform 16: TypeInt 32 1 17: 16(int) Constant 0 18: TypePointer Uniform 7(fvec4) 34: TypePointer Output 7(fvec4) 35(position): 34(ptr) Variable Output 4(main): 2 Function None 3 5: Label 37: 18(ptr) AccessChain 15 17 38: 7(fvec4) Load 37 40: 6(float) CompositeExtract 38 1 32: 6(float) FNegate 40 42: 7(fvec4) CompositeInsert 32 38 1 Store 35(position) 42 Return FunctionEnd