hlsl.buffer.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:23 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:20 Function Parameters: 0:20 'input' (in 4-component vector of float) 0:? Sequence 0:21 Branch: Return with expression 0:21 add (temp 4-component vector of float) 0:21 add (temp 4-component vector of float) 0:21 add (temp 4-component vector of float) 0:21 'input' (in 4-component vector of float) 0:21 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:21 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:21 Constant: 0:21 0 (const uint) 0:21 add (temp 4-component vector of float) 0:21 v2: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float) 0:21 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2}) 0:21 Constant: 0:21 0 (const uint) 0:21 v3: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:21 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 ) uniform int i3}) 0:21 Constant: 0:21 0 (const uint) 0:21 v4: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float) 0:21 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v4, layout(column_major std430 ) buffer int i4}) 0:21 Constant: 0:21 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:? 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2}) 0:? 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 ) uniform int i3}) 0:? 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v4, layout(column_major std430 ) buffer int i4}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:23 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:20 Function Parameters: 0:20 'input' (in 4-component vector of float) 0:? Sequence 0:21 Branch: Return with expression 0:21 add (temp 4-component vector of float) 0:21 add (temp 4-component vector of float) 0:21 add (temp 4-component vector of float) 0:21 'input' (in 4-component vector of float) 0:21 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:21 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:21 Constant: 0:21 0 (const uint) 0:21 add (temp 4-component vector of float) 0:21 v2: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float) 0:21 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2}) 0:21 Constant: 0:21 0 (const uint) 0:21 v3: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float) 0:21 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 ) uniform int i3}) 0:21 Constant: 0:21 0 (const uint) 0:21 v4: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float) 0:21 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v4, layout(column_major std430 ) buffer int i4}) 0:21 Constant: 0:21 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1}) 0:? 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2}) 0:? 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 ) uniform int i3}) 0:? 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v4, layout(column_major std430 ) buffer int i4}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 39 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 9 ExecutionMode 4 OriginUpperLeft Source HLSL 450 Name 4 "PixelShaderFunction" Name 9 "input" Name 11 "" MemberName 11 0 "v1" Name 13 "" Name 20 "" MemberName 20 0 "v2" Name 22 "" Name 25 "" MemberName 25 0 "v3" MemberName 25 1 "i3" Name 27 "" Name 32 "" MemberName 32 0 "v4" MemberName 32 1 "i4" Name 34 "" MemberDecorate 11 0 Offset 0 Decorate 11 Block Decorate 13 DescriptorSet 0 MemberDecorate 20 0 Offset 0 Decorate 20 BufferBlock Decorate 22 DescriptorSet 0 MemberDecorate 25 0 Offset 0 MemberDecorate 25 1 Offset 16 Decorate 25 Block Decorate 27 DescriptorSet 0 MemberDecorate 32 0 Offset 0 MemberDecorate 32 1 Offset 16 Decorate 32 BufferBlock Decorate 34 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Input 7(fvec4) 9(input): 8(ptr) Variable Input 11: TypeStruct 7(fvec4) 12: TypePointer Uniform 11(struct) 13: 12(ptr) Variable Uniform 14: TypeInt 32 1 15: 14(int) Constant 0 16: TypePointer Uniform 7(fvec4) 20: TypeStruct 7(fvec4) 21: TypePointer Uniform 20(struct) 22: 21(ptr) Variable Uniform 25: TypeStruct 7(fvec4) 14(int) 26: TypePointer Uniform 25(struct) 27: 26(ptr) Variable Uniform 32: TypeStruct 7(fvec4) 14(int) 33: TypePointer Uniform 32(struct) 34: 33(ptr) Variable Uniform 4(PixelShaderFunction): 2 Function None 3 5: Label 10: 7(fvec4) Load 9(input) 17: 16(ptr) AccessChain 13 15 18: 7(fvec4) Load 17 19: 7(fvec4) FAdd 10 18 23: 16(ptr) AccessChain 22 15 24: 7(fvec4) Load 23 28: 16(ptr) AccessChain 27 15 29: 7(fvec4) Load 28 30: 7(fvec4) FAdd 24 29 31: 7(fvec4) FAdd 19 30 35: 16(ptr) AccessChain 34 15 36: 7(fvec4) Load 35 37: 7(fvec4) FAdd 31 36 ReturnValue 37 FunctionEnd