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) 0:12 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) 0:12 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 47 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "f1" ExecutionMode 4 OriginUpperLeft Name 4 "f1" Name 6 "f2(" Name 8 "f3(" Name 10 "f4(" Name 16 "$Global" MemberName 16($Global) 0 "a" MemberName 16($Global) 1 "b" MemberName 16($Global) 2 "c" MemberName 16($Global) 3 "d" MemberName 16($Global) 4 "e" Name 18 "" MemberDecorate 16($Global) 0 Offset 0 MemberDecorate 16($Global) 1 Offset 16 MemberDecorate 16($Global) 2 Offset 32 MemberDecorate 16($Global) 3 Offset 44 MemberDecorate 16($Global) 4 Offset 48 Decorate 16($Global) Block Decorate 18 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 12: TypeFloat 32 13: TypeVector 12(float) 4 14: TypeVector 12(float) 3 15: TypeInt 32 1 16($Global): TypeStruct 13(fvec4) 12(float) 14(fvec3) 15(int) 15(int) 17: TypePointer Uniform 16($Global) 18: 17(ptr) Variable Uniform 19: 15(int) Constant 0 20: TypePointer Uniform 13(fvec4) 23: 15(int) Constant 1 24: TypePointer Uniform 12(float) 28: TypeInt 32 0 29: 28(int) Constant 0 35: 15(int) Constant 2 39: 15(int) Constant 3 40: TypePointer Uniform 15(int) 4(f1): 2 Function None 3 5: Label 21: 20(ptr) AccessChain 18 19 22: 13(fvec4) Load 21 25: 24(ptr) AccessChain 18 23 26: 12(float) Load 25 27: 13(fvec4) VectorTimesScalar 22 26 Return FunctionEnd 6(f2(): 2 Function None 3 7: Label 30: 24(ptr) AccessChain 18 19 29 31: 12(float) Load 30 32: 24(ptr) AccessChain 18 23 33: 12(float) Load 32 34: 12(float) FAdd 31 33 36: 24(ptr) AccessChain 18 35 29 37: 12(float) Load 36 38: 12(float) FAdd 34 37 Return FunctionEnd 8(f3(): 2 Function None 3 9: Label Return FunctionEnd 10(f4(): 2 Function None 3 11: Label 41: 40(ptr) AccessChain 18 39 42: 15(int) Load 41 43: 12(float) ConvertSToF 42 44: 20(ptr) AccessChain 18 19 45: 13(fvec4) Load 44 46: 13(fvec4) VectorTimesScalar 45 43 Return FunctionEnd