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' (in 4-component vector of float) 0:? Sequence 0:31 Branch: Return with expression 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' (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) 0:30 Function Definition: PixelShaderFunction( (temp void) 0:30 Function Parameters: 0:? Sequence 0:30 move second child to first child (temp 4-component vector of float) 0:? 'input' (temp 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:30 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:30 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) 0:? 'input' (temp 4-component vector of float) 0:? Linker Objects 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, ...}) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 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' (in 4-component vector of float) 0:? Sequence 0:31 Branch: Return with expression 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' (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) 0:30 Function Definition: PixelShaderFunction( (temp void) 0:30 Function Parameters: 0:? Sequence 0:30 move second child to first child (temp 4-component vector of float) 0:? 'input' (temp 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:30 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:30 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) 0:? 'input' (temp 4-component vector of float) 0:? Linker Objects 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, ...}) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 53 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 46 49 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 11 "@PixelShaderFunction(vf4;" Name 10 "input" Name 14 "" MemberName 14 0 "v1" Name 16 "" Name 23 "" MemberName 23 0 "v2" Name 25 "" Name 29 "cbufName" MemberName 29(cbufName) 0 "v3" MemberName 29(cbufName) 1 "i3" Name 31 "" Name 36 "tbufName" MemberName 36(tbufName) 0 "v4" MemberName 36(tbufName) 1 "i4" MemberName 36(tbufName) 2 "f1" MemberName 36(tbufName) 3 "f3" MemberName 36(tbufName) 4 "f4" MemberName 36(tbufName) 5 "f5" MemberName 36(tbufName) 6 "f6" MemberName 36(tbufName) 7 "f7" MemberName 36(tbufName) 8 "m1" MemberName 36(tbufName) 9 "m2" MemberName 36(tbufName) 10 "m3" MemberName 36(tbufName) 11 "m4" Name 38 "" Name 44 "input" Name 46 "input" Name 49 "@entryPointOutput" Name 50 "param" MemberDecorate 14 0 Offset 0 Decorate 14 Block Decorate 16 DescriptorSet 0 MemberDecorate 23 0 Offset 0 Decorate 23 BufferBlock Decorate 25 DescriptorSet 0 MemberDecorate 29(cbufName) 0 Offset 0 MemberDecorate 29(cbufName) 1 Offset 20 Decorate 29(cbufName) Block Decorate 31 DescriptorSet 10 Decorate 31 Binding 2 MemberDecorate 36(tbufName) 0 Offset 16 MemberDecorate 36(tbufName) 1 Offset 48 MemberDecorate 36(tbufName) 2 Offset 60 MemberDecorate 36(tbufName) 3 Offset 64 MemberDecorate 36(tbufName) 4 Offset 68 MemberDecorate 36(tbufName) 5 Offset 72 MemberDecorate 36(tbufName) 6 Offset 76 MemberDecorate 36(tbufName) 7 Offset 80 MemberDecorate 36(tbufName) 8 RowMajor MemberDecorate 36(tbufName) 8 Offset 96 MemberDecorate 36(tbufName) 8 MatrixStride 16 MemberDecorate 36(tbufName) 9 ColMajor MemberDecorate 36(tbufName) 9 Offset 160 MemberDecorate 36(tbufName) 9 MatrixStride 16 MemberDecorate 36(tbufName) 10 RowMajor MemberDecorate 36(tbufName) 10 Offset 208 MemberDecorate 36(tbufName) 10 MatrixStride 16 MemberDecorate 36(tbufName) 11 RowMajor MemberDecorate 36(tbufName) 11 Offset 272 MemberDecorate 36(tbufName) 11 MatrixStride 16 Decorate 36(tbufName) BufferBlock Decorate 38 DescriptorSet 0 Decorate 38 Binding 8 Decorate 46(input) Location 0 Decorate 49(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeFunction 7(fvec4) 8(ptr) 14: TypeStruct 7(fvec4) 15: TypePointer Uniform 14(struct) 16: 15(ptr) Variable Uniform 17: TypeInt 32 1 18: 17(int) Constant 0 19: TypePointer Uniform 7(fvec4) 23: TypeStruct 7(fvec4) 24: TypePointer Uniform 23(struct) 25: 24(ptr) Variable Uniform 29(cbufName): TypeStruct 7(fvec4) 17(int) 30: TypePointer Uniform 29(cbufName) 31: 30(ptr) Variable Uniform 35: TypeMatrix 7(fvec4) 3 36(tbufName): TypeStruct 7(fvec4) 17(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float) 35 35 35 35 37: TypePointer Uniform 36(tbufName) 38: 37(ptr) Variable Uniform 45: TypePointer Input 7(fvec4) 46(input): 45(ptr) Variable Input 48: TypePointer Output 7(fvec4) 49(@entryPointOutput): 48(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 44(input): 8(ptr) Variable Function 50(param): 8(ptr) Variable Function 47: 7(fvec4) Load 46(input) Store 44(input) 47 51: 7(fvec4) Load 44(input) Store 50(param) 51 52: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 50(param) Store 49(@entryPointOutput) 52 Return FunctionEnd 11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label 13: 7(fvec4) Load 10(input) 20: 19(ptr) AccessChain 16 18 21: 7(fvec4) Load 20 22: 7(fvec4) FAdd 13 21 26: 19(ptr) AccessChain 25 18 27: 7(fvec4) Load 26 28: 7(fvec4) FAdd 22 27 32: 19(ptr) AccessChain 31 18 33: 7(fvec4) Load 32 34: 7(fvec4) FAdd 28 33 39: 19(ptr) AccessChain 38 18 40: 7(fvec4) Load 39 41: 7(fvec4) FAdd 34 40 ReturnValue 41 FunctionEnd