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