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 0:11 Sequence 0:11 move second child to first child ( temp 2-element array of 4-component vector of float) 0:11 'c2' ( global 2-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 2-element array of 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:14 Function Parameters: 0:14 'i' ( in int) 0:14 'input' ( in 3-element array of 4-component vector of float) 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp 10-element array of 4-component vector of float) 0:15 'b' ( temp 10-element array of 4-component vector of float) 0:15 Construct vec4 ( temp 10-element array of 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:16 Sequence 0:16 move second child to first child ( temp 4-component vector of float) 0:16 'tmp' ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 'C' ( global 4-component vector of float) 0:16 direct index ( temp 4-component vector of float) 0:16 a1: direct index for structure ( uniform 1-element array of 4-component vector of float) 0:16 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:16 Constant: 0:16 2 (const uint) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: 0:16 1.000000 0:16 2.000000 0:16 3.000000 0:16 4.000000 0:16 indirect index ( temp 4-component vector of float) 0:16 a2: direct index for structure ( uniform 2-element array of 4-component vector of float) 0:16 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:16 Constant: 0:16 3 (const uint) 0:16 'i' ( in int) 0:16 indirect index ( temp 4-component vector of float) 0:16 'c2' ( global 2-element array of 4-component vector of float) 0:16 'i' ( in int) 0:17 Branch: Return with expression 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 direct index ( temp 4-component vector of float) 0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float) 0:17 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:17 Constant: 0:17 0 (const uint) 0:17 Constant: 0:17 1 (const int) 0:17 indirect index ( temp 4-component vector of float) 0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float) 0:17 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:17 Constant: 0:17 0 (const uint) 0:17 'i' ( in int) 0:17 direct index ( temp 4-component vector of float) 0:17 'input' ( in 3-element array of 4-component vector of float) 0:17 Constant: 0:17 2 (const int) 0:17 indirect index ( temp 4-component vector of float) 0:17 'input' ( in 3-element array of 4-component vector of float) 0:17 'i' ( in int) 0:17 direct index ( temp 4-component vector of float) 0:17 'b' ( temp 10-element array of 4-component vector of float) 0:17 Constant: 0:17 5 (const int) 0:17 indirect index ( temp 4-component vector of float) 0:17 'b' ( temp 10-element array of 4-component vector of float) 0:17 'i' ( in int) 0:17 indirect index ( temp 4-component vector of float) 0:17 m: direct index for structure ( temp 7-element array of 4-component vector of float) 0:17 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m}) 0:17 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m}) 0:17 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:17 Constant: 0:17 1 (const uint) 0:17 'i' ( in int) 0:17 Constant: 0:17 0 (const int) 0:17 'i' ( in int) 0:17 'tmp' ( temp 4-component vector of float) 0:14 Function Definition: PixelShaderFunction( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 move second child to first child ( temp int) 0:? 'i' ( temp int) 0:? 'i' (layout( location=0) flat in int) 0:14 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) 0:14 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:14 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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:? 'C' ( global 4-component vector of float) 0:? 'c1' ( const 1-element array of 4-component vector of float) 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:? 'c2' ( global 2-element array of 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 0:11 Sequence 0:11 move second child to first child ( temp 2-element array of 4-component vector of float) 0:11 'c2' ( global 2-element array of 4-component vector of float) 0:11 Construct vec4 ( temp 2-element array of 4-component vector of float) 0:11 'C' ( global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:14 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float) 0:14 Function Parameters: 0:14 'i' ( in int) 0:14 'input' ( in 3-element array of 4-component vector of float) 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp 10-element array of 4-component vector of float) 0:15 'b' ( temp 10-element array of 4-component vector of float) 0:15 Construct vec4 ( temp 10-element array of 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:15 'C' ( global 4-component vector of float) 0:16 Sequence 0:16 move second child to first child ( temp 4-component vector of float) 0:16 'tmp' ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 'C' ( global 4-component vector of float) 0:16 direct index ( temp 4-component vector of float) 0:16 a1: direct index for structure ( uniform 1-element array of 4-component vector of float) 0:16 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:16 Constant: 0:16 2 (const uint) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: 0:16 1.000000 0:16 2.000000 0:16 3.000000 0:16 4.000000 0:16 indirect index ( temp 4-component vector of float) 0:16 a2: direct index for structure ( uniform 2-element array of 4-component vector of float) 0:16 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:16 Constant: 0:16 3 (const uint) 0:16 'i' ( in int) 0:16 indirect index ( temp 4-component vector of float) 0:16 'c2' ( global 2-element array of 4-component vector of float) 0:16 'i' ( in int) 0:17 Branch: Return with expression 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 add ( temp 4-component vector of float) 0:17 direct index ( temp 4-component vector of float) 0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float) 0:17 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:17 Constant: 0:17 0 (const uint) 0:17 Constant: 0:17 1 (const int) 0:17 indirect index ( temp 4-component vector of float) 0:17 a: direct index for structure ( uniform 4-element array of 4-component vector of float) 0:17 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:17 Constant: 0:17 0 (const uint) 0:17 'i' ( in int) 0:17 direct index ( temp 4-component vector of float) 0:17 'input' ( in 3-element array of 4-component vector of float) 0:17 Constant: 0:17 2 (const int) 0:17 indirect index ( temp 4-component vector of float) 0:17 'input' ( in 3-element array of 4-component vector of float) 0:17 'i' ( in int) 0:17 direct index ( temp 4-component vector of float) 0:17 'b' ( temp 10-element array of 4-component vector of float) 0:17 Constant: 0:17 5 (const int) 0:17 indirect index ( temp 4-component vector of float) 0:17 'b' ( temp 10-element array of 4-component vector of float) 0:17 'i' ( in int) 0:17 indirect index ( temp 4-component vector of float) 0:17 m: direct index for structure ( temp 7-element array of 4-component vector of float) 0:17 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m}) 0:17 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m}) 0:17 '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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:17 Constant: 0:17 1 (const uint) 0:17 'i' ( in int) 0:17 Constant: 0:17 0 (const int) 0:17 'i' ( in int) 0:17 'tmp' ( temp 4-component vector of float) 0:14 Function Definition: PixelShaderFunction( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 move second child to first child ( temp int) 0:? 'i' ( temp int) 0:? 'i' (layout( location=0) flat in int) 0:14 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) 0:14 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:14 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, uniform 1-element array of 4-component vector of float a1, uniform 2-element array of 4-component vector of float a2}) 0:? 'C' ( global 4-component vector of float) 0:? 'c1' ( const 1-element array of 4-component vector of float) 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:? 'c2' ( global 2-element array of 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): 8000a // Id's are bound by 126 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 112 116 119 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 "c2" Name 35 "b" Name 48 "tmp" Name 54 "" MemberName 54 0 "m" Name 60 "$Global" MemberName 60($Global) 0 "a" MemberName 60($Global) 1 "s" MemberName 60($Global) 2 "a1" MemberName 60($Global) 3 "a2" Name 62 "" Name 110 "i" Name 112 "i" Name 114 "input" Name 116 "input" Name 119 "@entryPointOutput" Name 120 "param" Name 122 "param" Decorate 51 ArrayStride 16 Decorate 53 ArrayStride 16 MemberDecorate 54 0 Offset 0 Decorate 56 ArrayStride 112 Decorate 58 ArrayStride 16 Decorate 59 ArrayStride 16 MemberDecorate 60($Global) 0 Offset 0 MemberDecorate 60($Global) 1 Offset 64 MemberDecorate 60($Global) 2 Offset 1296 MemberDecorate 60($Global) 3 Offset 1312 Decorate 60($Global) Block Decorate 62 DescriptorSet 0 Decorate 62 Binding 0 Decorate 112(i) Flat Decorate 112(i) Location 0 Decorate 116(input) Location 1 Decorate 119(@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 2 27: TypeArray 9(fvec4) 26 28: TypePointer Private 27 29(c2): 28(ptr) Variable Private 32: 10(int) Constant 10 33: TypeArray 9(fvec4) 32 34: TypePointer Function 33 47: TypePointer Function 9(fvec4) 50: 10(int) Constant 4 51: TypeArray 9(fvec4) 50 52: 10(int) Constant 7 53: TypeArray 9(fvec4) 52 54: TypeStruct 53 55: 10(int) Constant 11 56: TypeArray 54(struct) 55 57: 10(int) Constant 1 58: TypeArray 9(fvec4) 57 59: TypeArray 9(fvec4) 26 60($Global): TypeStruct 51 56 58 59 61: TypePointer Uniform 60($Global) 62: 61(ptr) Variable Uniform 63: 6(int) Constant 2 64: 6(int) Constant 0 65: TypePointer Uniform 9(fvec4) 70: 6(int) Constant 3 79: 6(int) Constant 1 93: 6(int) Constant 5 111: TypePointer Input 6(int) 112(i): 111(ptr) Variable Input 115: TypePointer Input 12 116(input): 115(ptr) Variable Input 118: TypePointer Output 9(fvec4) 119(@entryPointOutput): 118(ptr) Variable Output 125: 58 ConstantComposite 25 4(PixelShaderFunction): 2 Function None 3 5: Label 110(i): 7(ptr) Variable Function 114(input): 13(ptr) Variable Function 120(param): 7(ptr) Variable Function 122(param): 13(ptr) Variable Function Store 20(C) 25 30: 9(fvec4) Load 20(C) 31: 27 CompositeConstruct 30 25 Store 29(c2) 31 113: 6(int) Load 112(i) Store 110(i) 113 117: 12 Load 116(input) Store 114(input) 117 121: 6(int) Load 110(i) Store 120(param) 121 123: 12 Load 114(input) Store 122(param) 123 124: 9(fvec4) FunctionCall 17(@PixelShaderFunction(i1;vf4[3];) 120(param) 122(param) Store 119(@entryPointOutput) 124 Return FunctionEnd 17(@PixelShaderFunction(i1;vf4[3];): 9(fvec4) Function None 14 15(i): 7(ptr) FunctionParameter 16(input): 13(ptr) FunctionParameter 18: Label 35(b): 34(ptr) Variable Function 48(tmp): 47(ptr) Variable Function 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: 9(fvec4) Load 20(C) 41: 9(fvec4) Load 20(C) 42: 9(fvec4) Load 20(C) 43: 9(fvec4) Load 20(C) 44: 9(fvec4) Load 20(C) 45: 9(fvec4) Load 20(C) 46: 33 CompositeConstruct 36 37 38 39 40 41 42 43 44 45 Store 35(b) 46 49: 9(fvec4) Load 20(C) 66: 65(ptr) AccessChain 62 63 64 67: 9(fvec4) Load 66 68: 9(fvec4) FAdd 49 67 69: 9(fvec4) FAdd 68 25 71: 6(int) Load 15(i) 72: 65(ptr) AccessChain 62 70 71 73: 9(fvec4) Load 72 74: 9(fvec4) FAdd 69 73 75: 6(int) Load 15(i) 76: 19(ptr) AccessChain 29(c2) 75 77: 9(fvec4) Load 76 78: 9(fvec4) FAdd 74 77 Store 48(tmp) 78 80: 65(ptr) AccessChain 62 64 79 81: 9(fvec4) Load 80 82: 6(int) Load 15(i) 83: 65(ptr) AccessChain 62 64 82 84: 9(fvec4) Load 83 85: 9(fvec4) FAdd 81 84 86: 47(ptr) AccessChain 16(input) 63 87: 9(fvec4) Load 86 88: 9(fvec4) FAdd 85 87 89: 6(int) Load 15(i) 90: 47(ptr) AccessChain 16(input) 89 91: 9(fvec4) Load 90 92: 9(fvec4) FAdd 88 91 94: 47(ptr) AccessChain 35(b) 93 95: 9(fvec4) Load 94 96: 9(fvec4) FAdd 92 95 97: 6(int) Load 15(i) 98: 47(ptr) AccessChain 35(b) 97 99: 9(fvec4) Load 98 100: 9(fvec4) FAdd 96 99 101: 6(int) Load 15(i) 102: 6(int) Load 15(i) 103: 65(ptr) AccessChain 62 79 101 64 102 104: 9(fvec4) Load 103 105: 9(fvec4) FAdd 100 104 106: 9(fvec4) Load 48(tmp) 107: 9(fvec4) FAdd 105 106 ReturnValue 107 FunctionEnd