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207 lines
16 KiB
207 lines
16 KiB
link.vk.pcNamingValid.0.0.vert
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Shader version: 450
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0:? Sequence
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0:16 Function Definition: main( ( global void)
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0:16 Function Parameters:
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0:18 Sequence
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0:18 move second child to first child ( temp highp 4-component vector of float)
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0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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0:18 component-wise multiply ( temp highp 4-component vector of float)
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0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
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0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:18 Constant:
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0:18 2 (const int)
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0:18 Function Call: getColor2( ( global highp 4-component vector of float)
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0:20 move second child to first child ( temp highp 4-component vector of float)
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0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:20 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
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0:20 Constant:
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0:20 0 (const uint)
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
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0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Function Call: getWorld( ( global highp 4-component vector of float)
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0:? Linker Objects
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0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
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link.vk.pcNamingValid.0.1.vert
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Shader version: 450
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0:? Sequence
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0:13 Function Definition: getColor2( ( global highp 4-component vector of float)
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0:13 Function Parameters:
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0:15 Sequence
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0:15 Branch: Return with expression
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0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
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0:15 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:15 Constant:
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0:15 3 (const int)
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0:18 Function Definition: getWorld( ( global highp 4-component vector of float)
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0:18 Function Parameters:
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0:20 Sequence
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0:20 Branch: Return with expression
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
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0:20 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 0 (const int)
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0:20 'P' (layout( location=0) in highp 4-component vector of float)
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0:? Linker Objects
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0:? 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'P' (layout( location=0) in highp 4-component vector of float)
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Linked vertex stage:
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WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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a: "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}" versus b: "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}"
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Shader version: 450
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0:? Sequence
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0:16 Function Definition: main( ( global void)
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0:16 Function Parameters:
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0:18 Sequence
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0:18 move second child to first child ( temp highp 4-component vector of float)
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0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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0:18 component-wise multiply ( temp highp 4-component vector of float)
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0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
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0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:18 Constant:
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0:18 2 (const int)
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0:18 Function Call: getColor2( ( global highp 4-component vector of float)
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0:20 move second child to first child ( temp highp 4-component vector of float)
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0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:20 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
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0:20 Constant:
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0:20 0 (const uint)
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
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0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Function Call: getWorld( ( global highp 4-component vector of float)
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0:13 Function Definition: getColor2( ( global highp 4-component vector of float)
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0:13 Function Parameters:
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0:15 Sequence
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0:15 Branch: Return with expression
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0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
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0:15 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:15 Constant:
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0:15 3 (const int)
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0:18 Function Definition: getWorld( ( global highp 4-component vector of float)
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0:18 Function Parameters:
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0:20 Sequence
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0:20 Branch: Return with expression
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
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0:20 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 0 (const int)
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0:20 'P' (layout( location=0) in highp 4-component vector of float)
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0:? Linker Objects
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0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
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0:? 'P' (layout( location=0) in highp 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 53
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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 Vertex 4 "main" 14 31 48
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Source GLSL 450
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Name 4 "main"
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Name 9 "getColor2("
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Name 11 "getWorld("
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Name 14 "oColor"
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Name 16 "PCBlock"
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MemberName 16(PCBlock) 0 "uWorld"
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MemberName 16(PCBlock) 1 "uProj"
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MemberName 16(PCBlock) 2 "color1"
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MemberName 16(PCBlock) 3 "color2"
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Name 18 "a"
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Name 29 "gl_PerVertex"
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MemberName 29(gl_PerVertex) 0 "gl_Position"
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MemberName 29(gl_PerVertex) 1 "gl_PointSize"
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MemberName 29(gl_PerVertex) 2 "gl_ClipDistance"
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MemberName 29(gl_PerVertex) 3 "gl_CullDistance"
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Name 31 ""
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Name 48 "P"
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Decorate 14(oColor) Location 0
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MemberDecorate 16(PCBlock) 0 ColMajor
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MemberDecorate 16(PCBlock) 0 Offset 0
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MemberDecorate 16(PCBlock) 0 MatrixStride 16
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MemberDecorate 16(PCBlock) 1 ColMajor
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MemberDecorate 16(PCBlock) 1 Offset 64
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MemberDecorate 16(PCBlock) 1 MatrixStride 16
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MemberDecorate 16(PCBlock) 2 Offset 128
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MemberDecorate 16(PCBlock) 3 Offset 144
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Decorate 16(PCBlock) Block
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MemberDecorate 29(gl_PerVertex) 0 BuiltIn Position
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MemberDecorate 29(gl_PerVertex) 1 BuiltIn PointSize
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MemberDecorate 29(gl_PerVertex) 2 BuiltIn ClipDistance
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MemberDecorate 29(gl_PerVertex) 3 BuiltIn CullDistance
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Decorate 29(gl_PerVertex) Block
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Decorate 48(P) 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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13: TypePointer Output 7(fvec4)
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14(oColor): 13(ptr) Variable Output
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15: TypeMatrix 7(fvec4) 4
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16(PCBlock): TypeStruct 15 15 7(fvec4) 7(fvec4)
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17: TypePointer PushConstant 16(PCBlock)
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18(a): 17(ptr) Variable PushConstant
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19: TypeInt 32 1
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20: 19(int) Constant 2
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21: TypePointer PushConstant 7(fvec4)
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26: TypeInt 32 0
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27: 26(int) Constant 1
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28: TypeArray 6(float) 27
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29(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 28 28
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30: TypePointer Output 29(gl_PerVertex)
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31: 30(ptr) Variable Output
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32: 19(int) Constant 0
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33: 19(int) Constant 1
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34: TypePointer PushConstant 15
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40: 19(int) Constant 3
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47: TypePointer Input 7(fvec4)
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48(P): 47(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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22: 21(ptr) AccessChain 18(a) 20
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23: 7(fvec4) Load 22
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24: 7(fvec4) FunctionCall 9(getColor2()
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25: 7(fvec4) FMul 23 24
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Store 14(oColor) 25
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35: 34(ptr) AccessChain 18(a) 33
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36: 15 Load 35
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37: 7(fvec4) FunctionCall 11(getWorld()
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38: 7(fvec4) MatrixTimesVector 36 37
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39: 13(ptr) AccessChain 31 32
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Store 39 38
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Return
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FunctionEnd
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9(getColor2(): 7(fvec4) Function None 8
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10: Label
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41: 21(ptr) AccessChain 18(a) 40
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42: 7(fvec4) Load 41
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ReturnValue 42
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FunctionEnd
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11(getWorld(): 7(fvec4) Function None 8
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12: Label
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45: 34(ptr) AccessChain 18(a) 32
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46: 15 Load 45
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49: 7(fvec4) Load 48(P)
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50: 7(fvec4) MatrixTimesVector 46 49
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ReturnValue 50
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FunctionEnd
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