hlsl.buffer.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:30 Function Parameters: 0:30 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:31 Sequence 0:31 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:31 add (temp 4-component vector of float) 0:31 add (temp 4-component vector of float) 0:31 add (temp 4-component vector of float) 0:31 add (temp 4-component vector of float) 0:31 'input' (layout(location=0 ) in 4-component vector of float) 0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float) 0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1}) 0:31 Constant: 0:31 0 (const uint) 0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float) 0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2}) 0:31 Constant: 0:31 0 (const uint) 0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float) 0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3}) 0:31 Constant: 0:31 0 (const uint) 0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float) 0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...}) 0:31 Constant: 0:31 0 (const uint) 0:31 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1}) 0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2}) 0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3}) 0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:30 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:30 Function Parameters: 0:30 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:31 Sequence 0:31 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:31 add (temp 4-component vector of float) 0:31 add (temp 4-component vector of float) 0:31 add (temp 4-component vector of float) 0:31 add (temp 4-component vector of float) 0:31 'input' (layout(location=0 ) in 4-component vector of float) 0:31 v1: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float) 0:31 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1}) 0:31 Constant: 0:31 0 (const uint) 0:31 v2: direct index for structure (layout(row_major std430 ) buffer 4-component vector of float) 0:31 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2}) 0:31 Constant: 0:31 0 (const uint) 0:31 v3: direct index for structure (layout(row_major std140 ) uniform 4-component vector of float) 0:31 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3}) 0:31 Constant: 0:31 0 (const uint) 0:31 v4: direct index for structure (layout(row_major std430 offset=16 ) buffer 4-component vector of float) 0:31 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...}) 0:31 Constant: 0:31 0 (const uint) 0:31 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v1}) 0:? 'anon@1' (layout(row_major std430 ) buffer block{layout(row_major std430 ) buffer 4-component vector of float v2}) 0:? 'anon@2' (layout(set=10 binding=2 row_major std140 ) uniform block{layout(row_major std140 ) uniform 4-component vector of float v3, layout(row_major std140 offset=20 ) uniform int i3}) 0:? 'anon@3' (layout(binding=8 row_major std430 ) buffer block{layout(row_major std430 offset=16 ) buffer 4-component vector of float v4, layout(row_major std430 offset=48 ) buffer int i4, layout(row_major std430 offset=60 ) buffer float f1, layout(row_major std430 offset=64 ) buffer float f3, layout(row_major std430 offset=68 ) buffer float f4, layout(row_major std430 offset=72 ) buffer float f5, layout(row_major std430 ) buffer float f6, layout(row_major std430 ) buffer float f7, layout(row_major std430 ) buffer 3X4 matrix of float m1, layout(column_major std430 ) buffer 3X4 matrix of float m2, layout(row_major std430 ) buffer 3X4 matrix of float m3, ...}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 42 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 "cbufName" MemberName 28(cbufName) 0 "v3" MemberName 28(cbufName) 1 "i3" Name 30 "" Name 35 "tbufName" MemberName 35(tbufName) 0 "v4" MemberName 35(tbufName) 1 "i4" MemberName 35(tbufName) 2 "f1" MemberName 35(tbufName) 3 "f3" MemberName 35(tbufName) 4 "f4" MemberName 35(tbufName) 5 "f5" MemberName 35(tbufName) 6 "f6" MemberName 35(tbufName) 7 "f7" MemberName 35(tbufName) 8 "m1" MemberName 35(tbufName) 9 "m2" MemberName 35(tbufName) 10 "m3" MemberName 35(tbufName) 11 "m4" Name 37 "" 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(cbufName) 0 Offset 0 MemberDecorate 28(cbufName) 1 Offset 20 Decorate 28(cbufName) Block Decorate 30 DescriptorSet 10 Decorate 30 Binding 2 MemberDecorate 35(tbufName) 0 Offset 16 MemberDecorate 35(tbufName) 1 Offset 48 MemberDecorate 35(tbufName) 2 Offset 60 MemberDecorate 35(tbufName) 3 Offset 64 MemberDecorate 35(tbufName) 4 Offset 68 MemberDecorate 35(tbufName) 5 Offset 72 MemberDecorate 35(tbufName) 6 Offset 76 MemberDecorate 35(tbufName) 7 Offset 80 MemberDecorate 35(tbufName) 8 RowMajor MemberDecorate 35(tbufName) 8 Offset 96 MemberDecorate 35(tbufName) 8 MatrixStride 16 MemberDecorate 35(tbufName) 9 ColMajor MemberDecorate 35(tbufName) 9 Offset 160 MemberDecorate 35(tbufName) 9 MatrixStride 16 MemberDecorate 35(tbufName) 10 RowMajor MemberDecorate 35(tbufName) 10 Offset 208 MemberDecorate 35(tbufName) 10 MatrixStride 16 MemberDecorate 35(tbufName) 11 RowMajor MemberDecorate 35(tbufName) 11 Offset 272 MemberDecorate 35(tbufName) 11 MatrixStride 16 Decorate 35(tbufName) BufferBlock Decorate 37 DescriptorSet 0 Decorate 37 Binding 8 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(cbufName): TypeStruct 7(fvec4) 16(int) 29: TypePointer Uniform 28(cbufName) 30: 29(ptr) Variable Uniform 34: TypeMatrix 7(fvec4) 3 35(tbufName): TypeStruct 7(fvec4) 16(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 34 34 34 34 36: TypePointer Uniform 35(tbufName) 37: 36(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 38: 18(ptr) AccessChain 37 17 39: 7(fvec4) Load 38 40: 7(fvec4) FAdd 33 39 Store 9(@entryPointOutput) 40 Return FunctionEnd