hlsl.array.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:7 Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'C' ( global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:10 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:10 Function Parameters: 0:10 'i' ( in int) 0:10 'input' ( in 3-element array of 4-component vector of float) 0:? Sequence 0:11 Sequence 0:11 move second child to first child ( temp 10-element array of 4-component vector of float) 0:11 'b' ( temp 10-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 10-element array of 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:12 Branch: Return with expression 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 direct index ( temp 4-component vector of float) 0:12 a: direct index for structure ( uniform 4-element array of 4-component vector of float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:12 Constant: 0:12 0 (const uint) 0:12 Constant: 0:12 1 (const int) 0:12 indirect index ( temp 4-component vector of float) 0:12 a: direct index for structure ( uniform 4-element array of 4-component vector of float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:12 Constant: 0:12 0 (const uint) 0:12 'i' ( in int) 0:12 direct index ( temp 4-component vector of float) 0:12 'input' ( in 3-element array of 4-component vector of float) 0:12 Constant: 0:12 2 (const int) 0:12 indirect index ( temp 4-component vector of float) 0:12 'input' ( in 3-element array of 4-component vector of float) 0:12 'i' ( in int) 0:12 direct index ( temp 4-component vector of float) 0:12 'b' ( temp 10-element array of 4-component vector of float) 0:12 Constant: 0:12 5 (const int) 0:12 indirect index ( temp 4-component vector of float) 0:12 'b' ( temp 10-element array of 4-component vector of float) 0:12 'i' ( in int) 0:12 indirect index ( temp 4-component vector of float) 0:12 m: direct index for structure ( temp 7-element array of 4-component vector of float) 0:12 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m}) 0:12 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m}) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:12 Constant: 0:12 1 (const uint) 0:12 'i' ( in int) 0:12 Constant: 0:12 0 (const int) 0:12 'i' ( in int) 0:10 Function Definition: PixelShaderFunction( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 move second child to first child ( temp int) 0:? 'i' ( temp int) 0:? 'i' (layout( location=0) flat in int) 0:10 move second child to first child ( temp 3-element array of 4-component vector of float) 0:? 'input' ( temp 3-element array of 4-component vector of float) 0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) 0:10 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:10 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:? 'i' ( temp int) 0:? 'input' ( temp 3-element array of 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:? 'C' ( global 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'i' (layout( location=0) flat in int) 0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:7 Sequence 0:7 move second child to first child ( temp 4-component vector of float) 0:7 'C' ( global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:10 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:10 Function Parameters: 0:10 'i' ( in int) 0:10 'input' ( in 3-element array of 4-component vector of float) 0:? Sequence 0:11 Sequence 0:11 move second child to first child ( temp 10-element array of 4-component vector of float) 0:11 'b' ( temp 10-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 10-element array of 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:12 Branch: Return with expression 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 direct index ( temp 4-component vector of float) 0:12 a: direct index for structure ( uniform 4-element array of 4-component vector of float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:12 Constant: 0:12 0 (const uint) 0:12 Constant: 0:12 1 (const int) 0:12 indirect index ( temp 4-component vector of float) 0:12 a: direct index for structure ( uniform 4-element array of 4-component vector of float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:12 Constant: 0:12 0 (const uint) 0:12 'i' ( in int) 0:12 direct index ( temp 4-component vector of float) 0:12 'input' ( in 3-element array of 4-component vector of float) 0:12 Constant: 0:12 2 (const int) 0:12 indirect index ( temp 4-component vector of float) 0:12 'input' ( in 3-element array of 4-component vector of float) 0:12 'i' ( in int) 0:12 direct index ( temp 4-component vector of float) 0:12 'b' ( temp 10-element array of 4-component vector of float) 0:12 Constant: 0:12 5 (const int) 0:12 indirect index ( temp 4-component vector of float) 0:12 'b' ( temp 10-element array of 4-component vector of float) 0:12 'i' ( in int) 0:12 indirect index ( temp 4-component vector of float) 0:12 m: direct index for structure ( temp 7-element array of 4-component vector of float) 0:12 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m}) 0:12 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m}) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:12 Constant: 0:12 1 (const uint) 0:12 'i' ( in int) 0:12 Constant: 0:12 0 (const int) 0:12 'i' ( in int) 0:10 Function Definition: PixelShaderFunction( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 move second child to first child ( temp int) 0:? 'i' ( temp int) 0:? 'i' (layout( location=0) flat in int) 0:10 move second child to first child ( temp 3-element array of 4-component vector of float) 0:? 'input' ( temp 3-element array of 4-component vector of float) 0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) 0:10 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:10 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:? 'i' ( temp int) 0:? 'input' ( temp 3-element array of 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:? 'C' ( global 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'i' (layout( location=0) flat in int) 0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 99 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 86 90 93 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 17 "@PixelShaderFunction(i1;vf4[3];" Name 15 "i" Name 16 "input" Name 20 "C" Name 29 "b" Name 45 "" MemberName 45 0 "m" Name 48 "$Global" MemberName 48($Global) 0 "a" MemberName 48($Global) 1 "s" Name 50 "" Name 84 "i" Name 86 "i" Name 88 "input" Name 90 "input" Name 93 "@entryPointOutput" Name 94 "param" Name 96 "param" Decorate 42 ArrayStride 16 Decorate 44 ArrayStride 16 MemberDecorate 45 0 Offset 0 Decorate 47 ArrayStride 112 MemberDecorate 48($Global) 0 Offset 0 MemberDecorate 48($Global) 1 Offset 64 Decorate 48($Global) Block Decorate 50 DescriptorSet 0 Decorate 86(i) Flat Decorate 86(i) Location 0 Decorate 90(input) Location 1 Decorate 93(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 7: TypePointer Function 6(int) 8: TypeFloat 32 9: TypeVector 8(float) 4 10: TypeInt 32 0 11: 10(int) Constant 3 12: TypeArray 9(fvec4) 11 13: TypePointer Function 12 14: TypeFunction 9(fvec4) 7(ptr) 13(ptr) 19: TypePointer Private 9(fvec4) 20(C): 19(ptr) Variable Private 21: 8(float) Constant 1065353216 22: 8(float) Constant 1073741824 23: 8(float) Constant 1077936128 24: 8(float) Constant 1082130432 25: 9(fvec4) ConstantComposite 21 22 23 24 26: 10(int) Constant 10 27: TypeArray 9(fvec4) 26 28: TypePointer Function 27 41: 10(int) Constant 4 42: TypeArray 9(fvec4) 41 43: 10(int) Constant 7 44: TypeArray 9(fvec4) 43 45: TypeStruct 44 46: 10(int) Constant 11 47: TypeArray 45(struct) 46 48($Global): TypeStruct 42 47 49: TypePointer Uniform 48($Global) 50: 49(ptr) Variable Uniform 51: 6(int) Constant 0 52: 6(int) Constant 1 53: TypePointer Uniform 9(fvec4) 60: 6(int) Constant 2 61: TypePointer Function 9(fvec4) 69: 6(int) Constant 5 85: TypePointer Input 6(int) 86(i): 85(ptr) Variable Input 89: TypePointer Input 12 90(input): 89(ptr) Variable Input 92: TypePointer Output 9(fvec4) 93(@entryPointOutput): 92(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 84(i): 7(ptr) Variable Function 88(input): 13(ptr) Variable Function 94(param): 7(ptr) Variable Function 96(param): 13(ptr) Variable Function Store 20(C) 25 87: 6(int) Load 86(i) Store 84(i) 87 91: 12 Load 90(input) Store 88(input) 91 95: 6(int) Load 84(i) Store 94(param) 95 97: 12 Load 88(input) Store 96(param) 97 98: 9(fvec4) FunctionCall 17(@PixelShaderFunction(i1;vf4[3];) 94(param) 96(param) Store 93(@entryPointOutput) 98 Return FunctionEnd 17(@PixelShaderFunction(i1;vf4[3];): 9(fvec4) Function None 14 15(i): 7(ptr) FunctionParameter 16(input): 13(ptr) FunctionParameter 18: Label 29(b): 28(ptr) Variable Function 30: 9(fvec4) Load 20(C) 31: 9(fvec4) Load 20(C) 32: 9(fvec4) Load 20(C) 33: 9(fvec4) Load 20(C) 34: 9(fvec4) Load 20(C) 35: 9(fvec4) Load 20(C) 36: 9(fvec4) Load 20(C) 37: 9(fvec4) Load 20(C) 38: 9(fvec4) Load 20(C) 39: 9(fvec4) Load 20(C) 40: 27 CompositeConstruct 30 31 32 33 34 35 36 37 38 39 Store 29(b) 40 54: 53(ptr) AccessChain 50 51 52 55: 9(fvec4) Load 54 56: 6(int) Load 15(i) 57: 53(ptr) AccessChain 50 51 56 58: 9(fvec4) Load 57 59: 9(fvec4) FAdd 55 58 62: 61(ptr) AccessChain 16(input) 60 63: 9(fvec4) Load 62 64: 9(fvec4) FAdd 59 63 65: 6(int) Load 15(i) 66: 61(ptr) AccessChain 16(input) 65 67: 9(fvec4) Load 66 68: 9(fvec4) FAdd 64 67 70: 61(ptr) AccessChain 29(b) 69 71: 9(fvec4) Load 70 72: 9(fvec4) FAdd 68 71 73: 6(int) Load 15(i) 74: 61(ptr) AccessChain 29(b) 73 75: 9(fvec4) Load 74 76: 9(fvec4) FAdd 72 75 77: 6(int) Load 15(i) 78: 6(int) Load 15(i) 79: 53(ptr) AccessChain 50 52 77 51 78 80: 9(fvec4) Load 79 81: 9(fvec4) FAdd 76 80 ReturnValue 81 FunctionEnd