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link.vk.pcNamingValid.0.0.vert
Shader version: 450
0:? Sequence
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:18 Sequence
0:18 move second child to first child ( temp highp 4-component vector of float)
0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
0:18 component-wise multiply ( temp highp 4-component vector of float)
0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
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})
0:18 Constant:
0:18 2 (const int)
0:18 Function Call: getColor2( ( global highp 4-component vector of float)
0:20 move second child to first child ( temp highp 4-component vector of float)
0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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})
0:20 Constant:
0:20 0 (const uint)
0:20 matrix-times-vector ( temp highp 4-component vector of float)
0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
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})
0:20 Constant:
0:20 1 (const int)
0:20 Function Call: getWorld( ( global highp 4-component vector of float)
0:? Linker Objects
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})
0:? 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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})
link.vk.pcNamingValid.0.1.vert
Shader version: 450
0:? Sequence
0:13 Function Definition: getColor2( ( global highp 4-component vector of float)
0:13 Function Parameters:
0:15 Sequence
0:15 Branch: Return with expression
0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
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})
0:15 Constant:
0:15 3 (const int)
0:18 Function Definition: getWorld( ( global highp 4-component vector of float)
0:18 Function Parameters:
0:20 Sequence
0:20 Branch: Return with expression
0:20 matrix-times-vector ( temp highp 4-component vector of float)
0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
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})
0:20 Constant:
0:20 0 (const int)
0:20 'P' (layout( location=0) in highp 4-component vector of float)
0:? Linker Objects
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})
0:? 'P' (layout( location=0) in highp 4-component vector of float)
Linked vertex stage:
WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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}"
Shader version: 450
0:? Sequence
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:18 Sequence
0:18 move second child to first child ( temp highp 4-component vector of float)
0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
0:18 component-wise multiply ( temp highp 4-component vector of float)
0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
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})
0:18 Constant:
0:18 2 (const int)
0:18 Function Call: getColor2( ( global highp 4-component vector of float)
0:20 move second child to first child ( temp highp 4-component vector of float)
0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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})
0:20 Constant:
0:20 0 (const uint)
0:20 matrix-times-vector ( temp highp 4-component vector of float)
0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
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})
0:20 Constant:
0:20 1 (const int)
0:20 Function Call: getWorld( ( global highp 4-component vector of float)
0:13 Function Definition: getColor2( ( global highp 4-component vector of float)
0:13 Function Parameters:
0:15 Sequence
0:15 Branch: Return with expression
0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
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})
0:15 Constant:
0:15 3 (const int)
0:18 Function Definition: getWorld( ( global highp 4-component vector of float)
0:18 Function Parameters:
0:20 Sequence
0:20 Branch: Return with expression
0:20 matrix-times-vector ( temp highp 4-component vector of float)
0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
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})
0:20 Constant:
0:20 0 (const int)
0:20 'P' (layout( location=0) in highp 4-component vector of float)
0:? Linker Objects
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})
0:? 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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})
0:? 'P' (layout( location=0) in highp 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 53
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 14 31 48
Source GLSL 450
Name 4 "main"
Name 9 "getColor2("
Name 11 "getWorld("
Name 14 "oColor"
Name 16 "PCBlock"
MemberName 16(PCBlock) 0 "uWorld"
MemberName 16(PCBlock) 1 "uProj"
MemberName 16(PCBlock) 2 "color1"
MemberName 16(PCBlock) 3 "color2"
Name 18 "a"
Name 29 "gl_PerVertex"
MemberName 29(gl_PerVertex) 0 "gl_Position"
MemberName 29(gl_PerVertex) 1 "gl_PointSize"
MemberName 29(gl_PerVertex) 2 "gl_ClipDistance"
MemberName 29(gl_PerVertex) 3 "gl_CullDistance"
Name 31 ""
Name 48 "P"
Decorate 14(oColor) Location 0
MemberDecorate 16(PCBlock) 0 ColMajor
MemberDecorate 16(PCBlock) 0 Offset 0
MemberDecorate 16(PCBlock) 0 MatrixStride 16
MemberDecorate 16(PCBlock) 1 ColMajor
MemberDecorate 16(PCBlock) 1 Offset 64
MemberDecorate 16(PCBlock) 1 MatrixStride 16
MemberDecorate 16(PCBlock) 2 Offset 128
MemberDecorate 16(PCBlock) 3 Offset 144
Decorate 16(PCBlock) Block
MemberDecorate 29(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 29(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 29(gl_PerVertex) 2 BuiltIn ClipDistance
MemberDecorate 29(gl_PerVertex) 3 BuiltIn CullDistance
Decorate 29(gl_PerVertex) Block
Decorate 48(P) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
13: TypePointer Output 7(fvec4)
14(oColor): 13(ptr) Variable Output
15: TypeMatrix 7(fvec4) 4
16(PCBlock): TypeStruct 15 15 7(fvec4) 7(fvec4)
17: TypePointer PushConstant 16(PCBlock)
18(a): 17(ptr) Variable PushConstant
19: TypeInt 32 1
20: 19(int) Constant 2
21: TypePointer PushConstant 7(fvec4)
26: TypeInt 32 0
27: 26(int) Constant 1
28: TypeArray 6(float) 27
29(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 28 28
30: TypePointer Output 29(gl_PerVertex)
31: 30(ptr) Variable Output
32: 19(int) Constant 0
33: 19(int) Constant 1
34: TypePointer PushConstant 15
40: 19(int) Constant 3
47: TypePointer Input 7(fvec4)
48(P): 47(ptr) Variable Input
4(main): 2 Function None 3
5: Label
22: 21(ptr) AccessChain 18(a) 20
23: 7(fvec4) Load 22
24: 7(fvec4) FunctionCall 9(getColor2()
25: 7(fvec4) FMul 23 24
Store 14(oColor) 25
35: 34(ptr) AccessChain 18(a) 33
36: 15 Load 35
37: 7(fvec4) FunctionCall 11(getWorld()
38: 7(fvec4) MatrixTimesVector 36 37
39: 13(ptr) AccessChain 31 32
Store 39 38
Return
FunctionEnd
9(getColor2(): 7(fvec4) Function None 8
10: Label
41: 21(ptr) AccessChain 18(a) 40
42: 7(fvec4) Load 41
ReturnValue 42
FunctionEnd
11(getWorld(): 7(fvec4) Function None 8
12: Label
45: 34(ptr) AccessChain 18(a) 32
46: 15 Load 45
49: 7(fvec4) Load 48(P)
50: 7(fvec4) MatrixTimesVector 46 49
ReturnValue 50
FunctionEnd