hlsl.texturebuffer.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:15 Function Definition: @main(vf4; ( temp 4-component vector of float) 0:15 Function Parameters: 0:15 'pos' ( in 4-component vector of float) 0:? Sequence 0:16 Branch: Return with expression 0:16 add ( temp 4-component vector of float) 0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i}) 0:16 Constant: 0:16 0 (const int) 0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2}) 0:16 Constant: 0:16 0 (const uint) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:? 'pos' ( temp 4-component vector of float) 0:? 'pos' ( in 4-component vector of float FragCoord) 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:15 Function Call: @main(vf4; ( temp 4-component vector of float) 0:? 'pos' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i}) 0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'pos' ( in 4-component vector of float FragCoord) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:15 Function Definition: @main(vf4; ( temp 4-component vector of float) 0:15 Function Parameters: 0:15 'pos' ( in 4-component vector of float) 0:? Sequence 0:16 Branch: Return with expression 0:16 add ( temp 4-component vector of float) 0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i}) 0:16 Constant: 0:16 0 (const int) 0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float) 0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2}) 0:16 Constant: 0:16 0 (const uint) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:? 'pos' ( temp 4-component vector of float) 0:? 'pos' ( in 4-component vector of float FragCoord) 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:15 Function Call: @main(vf4; ( temp 4-component vector of float) 0:? 'pos' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i}) 0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'pos' ( in 4-component vector of float FragCoord) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 39 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 32 35 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 11 "@main(vf4;" Name 10 "pos" Name 15 "TextureBuffer_var" MemberName 15(TextureBuffer_var) 0 "f" MemberName 15(TextureBuffer_var) 1 "i" Name 17 "TextureBuffer_var" Name 22 "tbuf2" MemberName 22(tbuf2) 0 "f2" MemberName 22(tbuf2) 1 "i2" Name 24 "" Name 30 "pos" Name 32 "pos" Name 35 "@entryPointOutput" Name 36 "param" MemberDecorate 15(TextureBuffer_var) 0 NonWritable MemberDecorate 15(TextureBuffer_var) 0 Offset 0 MemberDecorate 15(TextureBuffer_var) 1 NonWritable MemberDecorate 15(TextureBuffer_var) 1 Offset 16 Decorate 15(TextureBuffer_var) BufferBlock Decorate 17(TextureBuffer_var) DescriptorSet 0 Decorate 17(TextureBuffer_var) Binding 0 MemberDecorate 22(tbuf2) 0 NonWritable MemberDecorate 22(tbuf2) 0 Offset 0 MemberDecorate 22(tbuf2) 1 NonWritable MemberDecorate 22(tbuf2) 1 Offset 16 Decorate 22(tbuf2) BufferBlock Decorate 24 DescriptorSet 0 Decorate 24 Binding 1 Decorate 32(pos) BuiltIn FragCoord Decorate 35(@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) 13: TypeInt 32 1 14: TypeVector 13(int) 4 15(TextureBuffer_var): TypeStruct 7(fvec4) 14(ivec4) 16: TypePointer Uniform 15(TextureBuffer_var) 17(TextureBuffer_var): 16(ptr) Variable Uniform 18: 13(int) Constant 0 19: TypePointer Uniform 7(fvec4) 22(tbuf2): TypeStruct 7(fvec4) 14(ivec4) 23: TypePointer Uniform 22(tbuf2) 24: 23(ptr) Variable Uniform 31: TypePointer Input 7(fvec4) 32(pos): 31(ptr) Variable Input 34: TypePointer Output 7(fvec4) 35(@entryPointOutput): 34(ptr) Variable Output 4(main): 2 Function None 3 5: Label 30(pos): 8(ptr) Variable Function 36(param): 8(ptr) Variable Function 33: 7(fvec4) Load 32(pos) Store 30(pos) 33 37: 7(fvec4) Load 30(pos) Store 36(param) 37 38: 7(fvec4) FunctionCall 11(@main(vf4;) 36(param) Store 35(@entryPointOutput) 38 Return FunctionEnd 11(@main(vf4;): 7(fvec4) Function None 9 10(pos): 8(ptr) FunctionParameter 12: Label 20: 19(ptr) AccessChain 17(TextureBuffer_var) 18 21: 7(fvec4) Load 20 25: 19(ptr) AccessChain 24 18 26: 7(fvec4) Load 25 27: 7(fvec4) FAdd 21 26 ReturnValue 27 FunctionEnd