hlsl.array.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float) 0:8 Function Parameters: 0:8 'i' (layout(location=0 ) in int) 0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:? Sequence 0:10 Sequence 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 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 direct index (layout(offset=0 ) temp 4-component vector of float) 0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float) 0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 0 (const uint) 0:10 Constant: 0:10 1 (const int) 0:10 indirect index (layout(offset=0 ) temp 4-component vector of float) 0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float) 0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 0 (const uint) 0:10 'i' (layout(location=0 ) in int) 0:10 direct index (layout(location=1 ) temp 4-component vector of float) 0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:10 Constant: 0:10 2 (const int) 0:10 indirect index (layout(location=1 ) temp 4-component vector of float) 0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:10 'i' (layout(location=0 ) in int) 0:10 direct index (temp 4-component vector of float) 0:10 'b' (temp 10-element array of 4-component vector of float) 0:10 Constant: 0:10 5 (const int) 0:10 indirect index (temp 4-component vector of float) 0:10 'b' (temp 10-element array of 4-component vector of float) 0:10 'i' (layout(location=0 ) in int) 0:10 indirect index (temp 4-component vector of float) 0:10 m: direct index for structure (temp 7-element array of 4-component vector of float) 0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m}) 0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m}) 0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 1 (const uint) 0:10 'i' (layout(location=0 ) in int) 0:10 Constant: 0:10 0 (const int) 0:10 'i' (layout(location=0 ) in int) 0:10 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'i' (layout(location=0 ) in int) 0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float) 0:8 Function Parameters: 0:8 'i' (layout(location=0 ) in int) 0:8 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:? Sequence 0:10 Sequence 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 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 add (temp 4-component vector of float) 0:10 direct index (layout(offset=0 ) temp 4-component vector of float) 0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float) 0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 0 (const uint) 0:10 Constant: 0:10 1 (const int) 0:10 indirect index (layout(offset=0 ) temp 4-component vector of float) 0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float) 0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 0 (const uint) 0:10 'i' (layout(location=0 ) in int) 0:10 direct index (layout(location=1 ) temp 4-component vector of float) 0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:10 Constant: 0:10 2 (const int) 0:10 indirect index (layout(location=1 ) temp 4-component vector of float) 0:10 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:10 'i' (layout(location=0 ) in int) 0:10 direct index (temp 4-component vector of float) 0:10 'b' (temp 10-element array of 4-component vector of float) 0:10 Constant: 0:10 5 (const int) 0:10 indirect index (temp 4-component vector of float) 0:10 'b' (temp 10-element array of 4-component vector of float) 0:10 'i' (layout(location=0 ) in int) 0:10 indirect index (temp 4-component vector of float) 0:10 m: direct index for structure (temp 7-element array of 4-component vector of float) 0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m}) 0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m}) 0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 1 (const uint) 0:10 'i' (layout(location=0 ) in int) 0:10 Constant: 0:10 0 (const int) 0:10 'i' (layout(location=0 ) in int) 0:10 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'i' (layout(location=0 ) in int) 0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 65 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 9 28 36 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 9 "@entryPointOutput" Name 15 "" MemberName 15 0 "m" Name 18 "$Global" MemberName 18($Global) 0 "a" MemberName 18($Global) 1 "s" Name 20 "" Name 28 "i" Name 36 "input" Name 49 "b" Decorate 9(@entryPointOutput) Location 0 Decorate 12 ArrayStride 16 Decorate 14 ArrayStride 16 MemberDecorate 15 0 Offset 0 Decorate 17 ArrayStride 112 MemberDecorate 18($Global) 0 Offset 0 MemberDecorate 18($Global) 1 Offset 64 Decorate 18($Global) Block Decorate 20 DescriptorSet 0 Decorate 28(i) Location 0 Decorate 36(input) Location 1 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: TypeInt 32 0 11: 10(int) Constant 4 12: TypeArray 7(fvec4) 11 13: 10(int) Constant 7 14: TypeArray 7(fvec4) 13 15: TypeStruct 14 16: 10(int) Constant 11 17: TypeArray 15(struct) 16 18($Global): TypeStruct 12 17 19: TypePointer Uniform 18($Global) 20: 19(ptr) Variable Uniform 21: TypeInt 32 1 22: 21(int) Constant 0 23: 21(int) Constant 1 24: TypePointer Uniform 7(fvec4) 27: TypePointer Input 21(int) 28(i): 27(ptr) Variable Input 33: 10(int) Constant 3 34: TypeArray 7(fvec4) 33 35: TypePointer Input 34 36(input): 35(ptr) Variable Input 37: 21(int) Constant 2 38: TypePointer Input 7(fvec4) 46: 10(int) Constant 10 47: TypeArray 7(fvec4) 46 48: TypePointer Function 47 50: 21(int) Constant 5 51: TypePointer Function 7(fvec4) 4(PixelShaderFunction): 2 Function None 3 5: Label 49(b): 48(ptr) Variable Function 25: 24(ptr) AccessChain 20 22 23 26: 7(fvec4) Load 25 29: 21(int) Load 28(i) 30: 24(ptr) AccessChain 20 22 29 31: 7(fvec4) Load 30 32: 7(fvec4) FAdd 26 31 39: 38(ptr) AccessChain 36(input) 37 40: 7(fvec4) Load 39 41: 7(fvec4) FAdd 32 40 42: 21(int) Load 28(i) 43: 38(ptr) AccessChain 36(input) 42 44: 7(fvec4) Load 43 45: 7(fvec4) FAdd 41 44 52: 51(ptr) AccessChain 49(b) 50 53: 7(fvec4) Load 52 54: 7(fvec4) FAdd 45 53 55: 21(int) Load 28(i) 56: 51(ptr) AccessChain 49(b) 55 57: 7(fvec4) Load 56 58: 7(fvec4) FAdd 54 57 59: 21(int) Load 28(i) 60: 21(int) Load 28(i) 61: 24(ptr) AccessChain 20 23 59 22 60 62: 7(fvec4) Load 61 63: 7(fvec4) FAdd 58 62 Store 9(@entryPointOutput) 63 Return FunctionEnd