1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745
|
iomap.bindingPerResourceType.vert
Shader version: 460
0:? Sequence
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:29 Sequence
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of float)
0:29 'result' ( temp 4-component vector of float)
0:29 Constant:
0:29 0.000000
0:29 0.000000
0:29 0.000000
0:29 0.000000
0:30 add second child into first child ( temp 4-component vector of float)
0:30 'result' ( temp 4-component vector of float)
0:30 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:30 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:30 Constant:
0:30 0 (const uint)
0:31 add second child into first child ( temp 4-component vector of float)
0:31 'result' ( temp 4-component vector of float)
0:31 b: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:31 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float b})
0:31 Constant:
0:31 0 (const uint)
0:32 add second child into first child ( temp float)
0:32 direct index ( temp float)
0:32 'result' ( temp 4-component vector of float)
0:32 Constant:
0:32 0 (const int)
0:32 direct index (layout( column_major std430 offset=0) temp float)
0:32 c: direct index for structure (layout( column_major std430 offset=0) buffer 40-element array of float)
0:32 'anon@1' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 40-element array of float c})
0:32 Constant:
0:32 0 (const uint)
0:32 Constant:
0:32 5 (const int)
0:33 add second child into first child ( temp 2-component vector of float)
0:33 vector swizzle ( temp 2-component vector of float)
0:33 'result' ( temp 4-component vector of float)
0:33 Sequence
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 direct index (layout( column_major std430 offset=0) temp 2-component vector of float)
0:33 d: direct index for structure (layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float)
0:33 'anon@3' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float d})
0:33 Constant:
0:33 0 (const uint)
0:33 Constant:
0:33 5 (const int)
0:34 add second child into first child ( temp 4-component vector of float)
0:34 'result' ( temp 4-component vector of float)
0:34 imageLoad ( global 4-component vector of float)
0:34 'Image1' (layout( rgba8) uniform image2D)
0:34 Constant:
0:34 5 (const int)
0:34 10 (const int)
0:35 add second child into first child ( temp 4-component vector of float)
0:35 'result' ( temp 4-component vector of float)
0:35 imageLoad ( global 4-component vector of float)
0:35 'Image2' (layout( rgba8) uniform image2D)
0:35 Constant:
0:35 5 (const int)
0:35 10 (const int)
0:36 add second child into first child ( temp 4-component vector of float)
0:36 'result' ( temp 4-component vector of float)
0:36 texture ( global 4-component vector of float)
0:36 'Sampler1' ( uniform sampler2D)
0:36 Constant:
0:36 0.500000
0:36 0.500000
0:37 add second child into first child ( temp 4-component vector of float)
0:37 'result' ( temp 4-component vector of float)
0:37 texture ( global 4-component vector of float)
0:37 'Sampler2' ( uniform sampler2D)
0:37 Constant:
0:37 0.500000
0:37 0.500000
0:38 move second child to first child ( temp 4-component vector of float)
0:38 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:38 'anon@4' ( 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})
0:38 Constant:
0:38 0 (const uint)
0:38 'result' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:? 'anon@1' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 40-element array of float c})
0:? 'Image1' (layout( rgba8) uniform image2D)
0:? 'Sampler1' ( uniform sampler2D)
0:? 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float b})
0:? 'anon@3' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float d})
0:? 'Image2' (layout( rgba8) uniform image2D)
0:? 'Sampler2' ( uniform sampler2D)
0:? 'anon@4' ( 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:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
iomap.bindingPerResourceType.frag
Shader version: 460
0:? Sequence
0:29 Function Definition: main( ( global void)
0:29 Function Parameters:
0:31 Sequence
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'result' ( temp 4-component vector of float)
0:31 Constant:
0:31 0.000000
0:31 0.000000
0:31 0.000000
0:31 0.000000
0:32 add second child into first child ( temp 4-component vector of float)
0:32 'result' ( temp 4-component vector of float)
0:32 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:32 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:32 Constant:
0:32 0 (const uint)
0:33 add second child into first child ( temp 4-component vector of float)
0:33 'result' ( temp 4-component vector of float)
0:33 b: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:33 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float b})
0:33 Constant:
0:33 0 (const uint)
0:34 add second child into first child ( temp float)
0:34 direct index ( temp float)
0:34 'result' ( temp 4-component vector of float)
0:34 Constant:
0:34 0 (const int)
0:34 direct index (layout( column_major std430 offset=0) temp float)
0:34 c: direct index for structure (layout( column_major std430 offset=0) buffer 40-element array of float)
0:34 'anon@1' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 40-element array of float c})
0:34 Constant:
0:34 0 (const uint)
0:34 Constant:
0:34 5 (const int)
0:35 add second child into first child ( temp 2-component vector of float)
0:35 vector swizzle ( temp 2-component vector of float)
0:35 'result' ( temp 4-component vector of float)
0:35 Sequence
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 2 (const int)
0:35 direct index (layout( column_major std430 offset=0) temp 2-component vector of float)
0:35 d: direct index for structure (layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float)
0:35 'anon@3' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float d})
0:35 Constant:
0:35 0 (const uint)
0:35 Constant:
0:35 5 (const int)
0:36 add second child into first child ( temp 4-component vector of float)
0:36 'result' ( temp 4-component vector of float)
0:36 imageLoad ( global 4-component vector of float)
0:36 'Image1' (layout( rgba8) uniform image2D)
0:36 Constant:
0:36 5 (const int)
0:36 10 (const int)
0:37 add second child into first child ( temp 4-component vector of float)
0:37 'result' ( temp 4-component vector of float)
0:37 imageLoad ( global 4-component vector of float)
0:37 'Image2' (layout( rgba8) uniform image2D)
0:37 Constant:
0:37 5 (const int)
0:37 10 (const int)
0:38 add second child into first child ( temp 4-component vector of float)
0:38 'result' ( temp 4-component vector of float)
0:38 texture ( global 4-component vector of float)
0:38 'Sampler1' ( uniform sampler2D)
0:38 Constant:
0:38 0.500000
0:38 0.500000
0:39 add second child into first child ( temp 4-component vector of float)
0:39 'result' ( temp 4-component vector of float)
0:39 texture ( global 4-component vector of float)
0:39 'Sampler2' ( uniform sampler2D)
0:39 Constant:
0:39 0.500000
0:39 0.500000
0:40 move second child to first child ( temp 4-component vector of float)
0:40 'Output' (layout( location=0) out 4-component vector of float)
0:40 'result' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:? 'anon@1' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 40-element array of float c})
0:? 'Image1' (layout( rgba8) uniform image2D)
0:? 'Sampler1' ( uniform sampler2D)
0:? 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float b})
0:? 'anon@3' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float d})
0:? 'Image2' (layout( rgba8) uniform image2D)
0:? 'Sampler2' ( uniform sampler2D)
0:? 'Output' (layout( location=0) out 4-component vector of float)
Linked vertex stage:
Linked fragment stage:
Shader version: 460
0:? Sequence
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:29 Sequence
0:29 Sequence
0:29 move second child to first child ( temp 4-component vector of float)
0:29 'result' ( temp 4-component vector of float)
0:29 Constant:
0:29 0.000000
0:29 0.000000
0:29 0.000000
0:29 0.000000
0:30 add second child into first child ( temp 4-component vector of float)
0:30 'result' ( temp 4-component vector of float)
0:30 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:30 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:30 Constant:
0:30 0 (const uint)
0:31 add second child into first child ( temp 4-component vector of float)
0:31 'result' ( temp 4-component vector of float)
0:31 b: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:31 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float b})
0:31 Constant:
0:31 0 (const uint)
0:32 add second child into first child ( temp float)
0:32 direct index ( temp float)
0:32 'result' ( temp 4-component vector of float)
0:32 Constant:
0:32 0 (const int)
0:32 direct index (layout( column_major std430 offset=0) temp float)
0:32 c: direct index for structure (layout( column_major std430 offset=0) buffer 40-element array of float)
0:32 'anon@1' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 40-element array of float c})
0:32 Constant:
0:32 0 (const uint)
0:32 Constant:
0:32 5 (const int)
0:33 add second child into first child ( temp 2-component vector of float)
0:33 vector swizzle ( temp 2-component vector of float)
0:33 'result' ( temp 4-component vector of float)
0:33 Sequence
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 direct index (layout( column_major std430 offset=0) temp 2-component vector of float)
0:33 d: direct index for structure (layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float)
0:33 'anon@3' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float d})
0:33 Constant:
0:33 0 (const uint)
0:33 Constant:
0:33 5 (const int)
0:34 add second child into first child ( temp 4-component vector of float)
0:34 'result' ( temp 4-component vector of float)
0:34 imageLoad ( global 4-component vector of float)
0:34 'Image1' (layout( rgba8) uniform image2D)
0:34 Constant:
0:34 5 (const int)
0:34 10 (const int)
0:35 add second child into first child ( temp 4-component vector of float)
0:35 'result' ( temp 4-component vector of float)
0:35 imageLoad ( global 4-component vector of float)
0:35 'Image2' (layout( rgba8) uniform image2D)
0:35 Constant:
0:35 5 (const int)
0:35 10 (const int)
0:36 add second child into first child ( temp 4-component vector of float)
0:36 'result' ( temp 4-component vector of float)
0:36 texture ( global 4-component vector of float)
0:36 'Sampler1' ( uniform sampler2D)
0:36 Constant:
0:36 0.500000
0:36 0.500000
0:37 add second child into first child ( temp 4-component vector of float)
0:37 'result' ( temp 4-component vector of float)
0:37 texture ( global 4-component vector of float)
0:37 'Sampler2' ( uniform sampler2D)
0:37 Constant:
0:37 0.500000
0:37 0.500000
0:38 move second child to first child ( temp 4-component vector of float)
0:38 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:38 'anon@4' ( 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})
0:38 Constant:
0:38 0 (const uint)
0:38 'result' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:? 'anon@1' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 40-element array of float c})
0:? 'Image1' (layout( rgba8) uniform image2D)
0:? 'Sampler1' ( uniform sampler2D)
0:? 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float b})
0:? 'anon@3' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float d})
0:? 'Image2' (layout( rgba8) uniform image2D)
0:? 'Sampler2' ( uniform sampler2D)
0:? 'anon@4' ( 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:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Shader version: 460
0:? Sequence
0:29 Function Definition: main( ( global void)
0:29 Function Parameters:
0:31 Sequence
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'result' ( temp 4-component vector of float)
0:31 Constant:
0:31 0.000000
0:31 0.000000
0:31 0.000000
0:31 0.000000
0:32 add second child into first child ( temp 4-component vector of float)
0:32 'result' ( temp 4-component vector of float)
0:32 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:32 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:32 Constant:
0:32 0 (const uint)
0:33 add second child into first child ( temp 4-component vector of float)
0:33 'result' ( temp 4-component vector of float)
0:33 b: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:33 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float b})
0:33 Constant:
0:33 0 (const uint)
0:34 add second child into first child ( temp float)
0:34 direct index ( temp float)
0:34 'result' ( temp 4-component vector of float)
0:34 Constant:
0:34 0 (const int)
0:34 direct index (layout( column_major std430 offset=0) temp float)
0:34 c: direct index for structure (layout( column_major std430 offset=0) buffer 40-element array of float)
0:34 'anon@1' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 40-element array of float c})
0:34 Constant:
0:34 0 (const uint)
0:34 Constant:
0:34 5 (const int)
0:35 add second child into first child ( temp 2-component vector of float)
0:35 vector swizzle ( temp 2-component vector of float)
0:35 'result' ( temp 4-component vector of float)
0:35 Sequence
0:35 Constant:
0:35 1 (const int)
0:35 Constant:
0:35 2 (const int)
0:35 direct index (layout( column_major std430 offset=0) temp 2-component vector of float)
0:35 d: direct index for structure (layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float)
0:35 'anon@3' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float d})
0:35 Constant:
0:35 0 (const uint)
0:35 Constant:
0:35 5 (const int)
0:36 add second child into first child ( temp 4-component vector of float)
0:36 'result' ( temp 4-component vector of float)
0:36 imageLoad ( global 4-component vector of float)
0:36 'Image1' (layout( rgba8) uniform image2D)
0:36 Constant:
0:36 5 (const int)
0:36 10 (const int)
0:37 add second child into first child ( temp 4-component vector of float)
0:37 'result' ( temp 4-component vector of float)
0:37 imageLoad ( global 4-component vector of float)
0:37 'Image2' (layout( rgba8) uniform image2D)
0:37 Constant:
0:37 5 (const int)
0:37 10 (const int)
0:38 add second child into first child ( temp 4-component vector of float)
0:38 'result' ( temp 4-component vector of float)
0:38 texture ( global 4-component vector of float)
0:38 'Sampler1' ( uniform sampler2D)
0:38 Constant:
0:38 0.500000
0:38 0.500000
0:39 add second child into first child ( temp 4-component vector of float)
0:39 'result' ( temp 4-component vector of float)
0:39 texture ( global 4-component vector of float)
0:39 'Sampler2' ( uniform sampler2D)
0:39 Constant:
0:39 0.500000
0:39 0.500000
0:40 move second child to first child ( temp 4-component vector of float)
0:40 'Output' (layout( location=0) out 4-component vector of float)
0:40 'result' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:? 'anon@1' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 40-element array of float c})
0:? 'Image1' (layout( rgba8) uniform image2D)
0:? 'Sampler1' ( uniform sampler2D)
0:? 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float b})
0:? 'anon@3' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer unsized 6-element array of 2-component vector of float d})
0:? 'Image2' (layout( rgba8) uniform image2D)
0:? 'Sampler2' ( uniform sampler2D)
0:? 'Output' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 102
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 95 100 101
Source GLSL 460
Name 4 "main"
Name 9 "result"
Name 12 "UBO1"
MemberName 12(UBO1) 0 "a"
Name 14 ""
Name 22 "UBO2"
MemberName 22(UBO2) 0 "b"
Name 24 ""
Name 32 "SSBO1"
MemberName 32(SSBO1) 0 "c"
Name 34 ""
Name 47 "SSBO2"
MemberName 47(SSBO2) 0 "d"
Name 49 ""
Name 64 "Image1"
Name 72 "Image2"
Name 80 "Sampler1"
Name 87 "Sampler2"
Name 93 "gl_PerVertex"
MemberName 93(gl_PerVertex) 0 "gl_Position"
MemberName 93(gl_PerVertex) 1 "gl_PointSize"
MemberName 93(gl_PerVertex) 2 "gl_ClipDistance"
MemberName 93(gl_PerVertex) 3 "gl_CullDistance"
Name 95 ""
Name 100 "gl_VertexID"
Name 101 "gl_InstanceID"
Decorate 12(UBO1) Block
MemberDecorate 12(UBO1) 0 Offset 0
Decorate 14 Binding 0
Decorate 14 DescriptorSet 0
Decorate 22(UBO2) Block
MemberDecorate 22(UBO2) 0 Offset 0
Decorate 24 Binding 1
Decorate 24 DescriptorSet 0
Decorate 31 ArrayStride 4
Decorate 32(SSBO1) BufferBlock
MemberDecorate 32(SSBO1) 0 Offset 0
Decorate 34 Binding 0
Decorate 34 DescriptorSet 0
Decorate 46 ArrayStride 8
Decorate 47(SSBO2) BufferBlock
MemberDecorate 47(SSBO2) 0 Offset 0
Decorate 49 Binding 1
Decorate 49 DescriptorSet 0
Decorate 64(Image1) Location 0
Decorate 64(Image1) Binding 0
Decorate 64(Image1) DescriptorSet 0
Decorate 72(Image2) Location 2
Decorate 72(Image2) Binding 1
Decorate 72(Image2) DescriptorSet 0
Decorate 80(Sampler1) Location 1
Decorate 80(Sampler1) Binding 0
Decorate 80(Sampler1) DescriptorSet 0
Decorate 87(Sampler2) Location 3
Decorate 87(Sampler2) Binding 1
Decorate 87(Sampler2) DescriptorSet 0
Decorate 93(gl_PerVertex) Block
MemberDecorate 93(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 93(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 93(gl_PerVertex) 2 BuiltIn ClipDistance
MemberDecorate 93(gl_PerVertex) 3 BuiltIn CullDistance
Decorate 100(gl_VertexID) BuiltIn VertexId
Decorate 101(gl_InstanceID) BuiltIn InstanceId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
10: 6(float) Constant 0
11: 7(fvec4) ConstantComposite 10 10 10 10
12(UBO1): TypeStruct 7(fvec4)
13: TypePointer Uniform 12(UBO1)
14: 13(ptr) Variable Uniform
15: TypeInt 32 1
16: 15(int) Constant 0
17: TypePointer Uniform 7(fvec4)
22(UBO2): TypeStruct 7(fvec4)
23: TypePointer Uniform 22(UBO2)
24: 23(ptr) Variable Uniform
29: TypeInt 32 0
30: 29(int) Constant 40
31: TypeArray 6(float) 30
32(SSBO1): TypeStruct 31
33: TypePointer Uniform 32(SSBO1)
34: 33(ptr) Variable Uniform
35: 15(int) Constant 5
36: TypePointer Uniform 6(float)
39: 29(int) Constant 0
40: TypePointer Function 6(float)
45: TypeVector 6(float) 2
46: TypeRuntimeArray 45(fvec2)
47(SSBO2): TypeStruct 46
48: TypePointer Uniform 47(SSBO2)
49: 48(ptr) Variable Uniform
50: TypePointer Uniform 45(fvec2)
56: 29(int) Constant 1
59: 29(int) Constant 2
62: TypeImage 6(float) 2D nonsampled format:Rgba8
63: TypePointer UniformConstant 62
64(Image1): 63(ptr) Variable UniformConstant
66: TypeVector 15(int) 2
67: 15(int) Constant 10
68: 66(ivec2) ConstantComposite 35 67
72(Image2): 63(ptr) Variable UniformConstant
77: TypeImage 6(float) 2D sampled format:Unknown
78: TypeSampledImage 77
79: TypePointer UniformConstant 78
80(Sampler1): 79(ptr) Variable UniformConstant
82: 6(float) Constant 1056964608
83: 45(fvec2) ConstantComposite 82 82
87(Sampler2): 79(ptr) Variable UniformConstant
92: TypeArray 6(float) 56
93(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 92 92
94: TypePointer Output 93(gl_PerVertex)
95: 94(ptr) Variable Output
97: TypePointer Output 7(fvec4)
99: TypePointer Input 15(int)
100(gl_VertexID): 99(ptr) Variable Input
101(gl_InstanceID): 99(ptr) Variable Input
4(main): 2 Function None 3
5: Label
9(result): 8(ptr) Variable Function
Store 9(result) 11
18: 17(ptr) AccessChain 14 16
19: 7(fvec4) Load 18
20: 7(fvec4) Load 9(result)
21: 7(fvec4) FAdd 20 19
Store 9(result) 21
25: 17(ptr) AccessChain 24 16
26: 7(fvec4) Load 25
27: 7(fvec4) Load 9(result)
28: 7(fvec4) FAdd 27 26
Store 9(result) 28
37: 36(ptr) AccessChain 34 16 35
38: 6(float) Load 37
41: 40(ptr) AccessChain 9(result) 39
42: 6(float) Load 41
43: 6(float) FAdd 42 38
44: 40(ptr) AccessChain 9(result) 39
Store 44 43
51: 50(ptr) AccessChain 49 16 35
52: 45(fvec2) Load 51
53: 7(fvec4) Load 9(result)
54: 45(fvec2) VectorShuffle 53 53 1 2
55: 45(fvec2) FAdd 54 52
57: 40(ptr) AccessChain 9(result) 56
58: 6(float) CompositeExtract 55 0
Store 57 58
60: 40(ptr) AccessChain 9(result) 59
61: 6(float) CompositeExtract 55 1
Store 60 61
65: 62 Load 64(Image1)
69: 7(fvec4) ImageRead 65 68
70: 7(fvec4) Load 9(result)
71: 7(fvec4) FAdd 70 69
Store 9(result) 71
73: 62 Load 72(Image2)
74: 7(fvec4) ImageRead 73 68
75: 7(fvec4) Load 9(result)
76: 7(fvec4) FAdd 75 74
Store 9(result) 76
81: 78 Load 80(Sampler1)
84: 7(fvec4) ImageSampleExplicitLod 81 83 Lod 10
85: 7(fvec4) Load 9(result)
86: 7(fvec4) FAdd 85 84
Store 9(result) 86
88: 78 Load 87(Sampler2)
89: 7(fvec4) ImageSampleExplicitLod 88 83 Lod 10
90: 7(fvec4) Load 9(result)
91: 7(fvec4) FAdd 90 89
Store 9(result) 91
96: 7(fvec4) Load 9(result)
98: 97(ptr) AccessChain 95 16
Store 98 96
Return
FunctionEnd
// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 95
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 93
ExecutionMode 4 OriginLowerLeft
Source GLSL 460
Name 4 "main"
Name 9 "result"
Name 12 "UBO1"
MemberName 12(UBO1) 0 "a"
Name 14 ""
Name 22 "UBO2"
MemberName 22(UBO2) 0 "b"
Name 24 ""
Name 32 "SSBO1"
MemberName 32(SSBO1) 0 "c"
Name 34 ""
Name 47 "SSBO2"
MemberName 47(SSBO2) 0 "d"
Name 49 ""
Name 64 "Image1"
Name 72 "Image2"
Name 80 "Sampler1"
Name 87 "Sampler2"
Name 93 "Output"
Decorate 12(UBO1) Block
MemberDecorate 12(UBO1) 0 Offset 0
Decorate 14 Binding 0
Decorate 14 DescriptorSet 0
Decorate 22(UBO2) Block
MemberDecorate 22(UBO2) 0 Offset 0
Decorate 24 Binding 1
Decorate 24 DescriptorSet 0
Decorate 31 ArrayStride 4
Decorate 32(SSBO1) BufferBlock
MemberDecorate 32(SSBO1) 0 Offset 0
Decorate 34 Binding 0
Decorate 34 DescriptorSet 0
Decorate 46 ArrayStride 8
Decorate 47(SSBO2) BufferBlock
MemberDecorate 47(SSBO2) 0 Offset 0
Decorate 49 Binding 1
Decorate 49 DescriptorSet 0
Decorate 64(Image1) Location 0
Decorate 64(Image1) Binding 0
Decorate 64(Image1) DescriptorSet 0
Decorate 72(Image2) Location 2
Decorate 72(Image2) Binding 1
Decorate 72(Image2) DescriptorSet 0
Decorate 80(Sampler1) Location 1
Decorate 80(Sampler1) Binding 0
Decorate 80(Sampler1) DescriptorSet 0
Decorate 87(Sampler2) Location 3
Decorate 87(Sampler2) Binding 1
Decorate 87(Sampler2) DescriptorSet 0
Decorate 93(Output) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
10: 6(float) Constant 0
11: 7(fvec4) ConstantComposite 10 10 10 10
12(UBO1): TypeStruct 7(fvec4)
13: TypePointer Uniform 12(UBO1)
14: 13(ptr) Variable Uniform
15: TypeInt 32 1
16: 15(int) Constant 0
17: TypePointer Uniform 7(fvec4)
22(UBO2): TypeStruct 7(fvec4)
23: TypePointer Uniform 22(UBO2)
24: 23(ptr) Variable Uniform
29: TypeInt 32 0
30: 29(int) Constant 40
31: TypeArray 6(float) 30
32(SSBO1): TypeStruct 31
33: TypePointer Uniform 32(SSBO1)
34: 33(ptr) Variable Uniform
35: 15(int) Constant 5
36: TypePointer Uniform 6(float)
39: 29(int) Constant 0
40: TypePointer Function 6(float)
45: TypeVector 6(float) 2
46: TypeRuntimeArray 45(fvec2)
47(SSBO2): TypeStruct 46
48: TypePointer Uniform 47(SSBO2)
49: 48(ptr) Variable Uniform
50: TypePointer Uniform 45(fvec2)
56: 29(int) Constant 1
59: 29(int) Constant 2
62: TypeImage 6(float) 2D nonsampled format:Rgba8
63: TypePointer UniformConstant 62
64(Image1): 63(ptr) Variable UniformConstant
66: TypeVector 15(int) 2
67: 15(int) Constant 10
68: 66(ivec2) ConstantComposite 35 67
72(Image2): 63(ptr) Variable UniformConstant
77: TypeImage 6(float) 2D sampled format:Unknown
78: TypeSampledImage 77
79: TypePointer UniformConstant 78
80(Sampler1): 79(ptr) Variable UniformConstant
82: 6(float) Constant 1056964608
83: 45(fvec2) ConstantComposite 82 82
87(Sampler2): 79(ptr) Variable UniformConstant
92: TypePointer Output 7(fvec4)
93(Output): 92(ptr) Variable Output
4(main): 2 Function None 3
5: Label
9(result): 8(ptr) Variable Function
Store 9(result) 11
18: 17(ptr) AccessChain 14 16
19: 7(fvec4) Load 18
20: 7(fvec4) Load 9(result)
21: 7(fvec4) FAdd 20 19
Store 9(result) 21
25: 17(ptr) AccessChain 24 16
26: 7(fvec4) Load 25
27: 7(fvec4) Load 9(result)
28: 7(fvec4) FAdd 27 26
Store 9(result) 28
37: 36(ptr) AccessChain 34 16 35
38: 6(float) Load 37
41: 40(ptr) AccessChain 9(result) 39
42: 6(float) Load 41
43: 6(float) FAdd 42 38
44: 40(ptr) AccessChain 9(result) 39
Store 44 43
51: 50(ptr) AccessChain 49 16 35
52: 45(fvec2) Load 51
53: 7(fvec4) Load 9(result)
54: 45(fvec2) VectorShuffle 53 53 1 2
55: 45(fvec2) FAdd 54 52
57: 40(ptr) AccessChain 9(result) 56
58: 6(float) CompositeExtract 55 0
Store 57 58
60: 40(ptr) AccessChain 9(result) 59
61: 6(float) CompositeExtract 55 1
Store 60 61
65: 62 Load 64(Image1)
69: 7(fvec4) ImageRead 65 68
70: 7(fvec4) Load 9(result)
71: 7(fvec4) FAdd 70 69
Store 9(result) 71
73: 62 Load 72(Image2)
74: 7(fvec4) ImageRead 73 68
75: 7(fvec4) Load 9(result)
76: 7(fvec4) FAdd 75 74
Store 9(result) 76
81: 78 Load 80(Sampler1)
84: 7(fvec4) ImageSampleImplicitLod 81 83
85: 7(fvec4) Load 9(result)
86: 7(fvec4) FAdd 85 84
Store 9(result) 86
88: 78 Load 87(Sampler2)
89: 7(fvec4) ImageSampleImplicitLod 88 83
90: 7(fvec4) Load 9(result)
91: 7(fvec4) FAdd 90 89
Store 9(result) 91
94: 7(fvec4) Load 9(result)
Store 93(Output) 94
Return
FunctionEnd
|