hlsl.attributeGlobalBuffer.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:6 Function Definition: @main( ( temp 4-component vector of float) 0:6 Function Parameters: 0:? Sequence 0:7 Branch: Return with expression 0:7 add ( temp 4-component vector of float) 0:7 u1: direct index for structure ( uniform 4-component vector of float) 0:7 'anon@0' (layout( set=2 binding=5 row_major std140) uniform block{ uniform 4-component vector of float u1, uniform 4-component vector of float u2}) 0:7 Constant: 0:7 0 (const uint) 0:7 u2: direct index for structure ( uniform 4-component vector of float) 0:7 'anon@0' (layout( set=2 binding=5 row_major std140) uniform block{ uniform 4-component vector of float u1, uniform 4-component vector of float u2}) 0:7 Constant: 0:7 1 (const uint) 0:6 Function Definition: main( ( temp void) 0:6 Function Parameters: 0:? Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:6 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( set=2 binding=5 row_major std140) uniform block{ uniform 4-component vector of float u1, uniform 4-component vector of float u2}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:6 Function Definition: @main( ( temp 4-component vector of float) 0:6 Function Parameters: 0:? Sequence 0:7 Branch: Return with expression 0:7 add ( temp 4-component vector of float) 0:7 u1: direct index for structure ( uniform 4-component vector of float) 0:7 'anon@0' (layout( set=2 binding=5 row_major std140) uniform block{ uniform 4-component vector of float u1, uniform 4-component vector of float u2}) 0:7 Constant: 0:7 0 (const uint) 0:7 u2: direct index for structure ( uniform 4-component vector of float) 0:7 'anon@0' (layout( set=2 binding=5 row_major std140) uniform block{ uniform 4-component vector of float u1, uniform 4-component vector of float u2}) 0:7 Constant: 0:7 1 (const uint) 0:6 Function Definition: main( ( temp void) 0:6 Function Parameters: 0:? Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:6 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( set=2 binding=5 row_major std140) uniform block{ uniform 4-component vector of float u1, uniform 4-component vector of float u2}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 28 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 26 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 9 "@main(" Name 11 "$Global" MemberName 11($Global) 0 "u1" MemberName 11($Global) 1 "u2" Name 13 "" Name 26 "@entryPointOutput" MemberDecorate 11($Global) 0 Offset 0 MemberDecorate 11($Global) 1 Offset 16 Decorate 11($Global) Block Decorate 13 DescriptorSet 2 Decorate 13 Binding 5 Decorate 26(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 11($Global): TypeStruct 7(fvec4) 7(fvec4) 12: TypePointer Uniform 11($Global) 13: 12(ptr) Variable Uniform 14: TypeInt 32 1 15: 14(int) Constant 0 16: TypePointer Uniform 7(fvec4) 19: 14(int) Constant 1 25: TypePointer Output 7(fvec4) 26(@entryPointOutput): 25(ptr) Variable Output 4(main): 2 Function None 3 5: Label 27: 7(fvec4) FunctionCall 9(@main() Store 26(@entryPointOutput) 27 Return FunctionEnd 9(@main(): 7(fvec4) Function None 8 10: Label 17: 16(ptr) AccessChain 13 15 18: 7(fvec4) Load 17 20: 16(ptr) AccessChain 13 19 21: 7(fvec4) Load 20 22: 7(fvec4) FAdd 18 21 ReturnValue 22 FunctionEnd