hlsl.matpack-1.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:23 Function Definition: @main( ( temp 4-component vector of float) 0:23 Function Parameters: 0:? Sequence 0:25 Branch: Return with expression 0:24 add ( temp 4-component vector of float) 0:24 vector-times-matrix ( temp 4-component vector of float) 0:24 vec1: direct index for structure ( temp 4-component vector of float) 0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo}) 0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:24 Constant: 0:24 0 (const uint) 0:24 Constant: 0:24 2 (const int) 0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float) 0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo}) 0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:24 Constant: 0:24 0 (const uint) 0:24 Constant: 0:24 0 (const int) 0:25 vector-times-matrix ( temp 4-component vector of float) 0:25 vec1: direct index for structure ( temp 4-component vector of float) 0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1}) 0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:25 Constant: 0:25 1 (const uint) 0:25 Constant: 0:25 1 (const int) 0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float) 0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1}) 0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:25 Constant: 0:25 1 (const uint) 0:25 Constant: 0:25 0 (const int) 0:23 Function Definition: main( ( temp void) 0:23 Function Parameters: 0:? Sequence 0:23 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:23 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:23 Function Definition: @main( ( temp 4-component vector of float) 0:23 Function Parameters: 0:? Sequence 0:25 Branch: Return with expression 0:24 add ( temp 4-component vector of float) 0:24 vector-times-matrix ( temp 4-component vector of float) 0:24 vec1: direct index for structure ( temp 4-component vector of float) 0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo}) 0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:24 Constant: 0:24 0 (const uint) 0:24 Constant: 0:24 2 (const int) 0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float) 0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo}) 0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:24 Constant: 0:24 0 (const uint) 0:24 Constant: 0:24 0 (const int) 0:25 vector-times-matrix ( temp 4-component vector of float) 0:25 vec1: direct index for structure ( temp 4-component vector of float) 0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1}) 0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:25 Constant: 0:25 1 (const uint) 0:25 Constant: 0:25 1 (const int) 0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float) 0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1}) 0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:25 Constant: 0:25 1 (const uint) 0:25 Constant: 0:25 0 (const int) 0:23 Function Definition: main( ( temp void) 0:23 Function Parameters: 0:? Sequence 0:23 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:23 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 39 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 37 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 9 "@main(" Name 12 "MyBuffer1" MemberName 12(MyBuffer1) 0 "mat1" MemberName 12(MyBuffer1) 1 "mat2" MemberName 12(MyBuffer1) 2 "vec1" MemberName 12(MyBuffer1) 3 "foo" Name 13 "MyBuffer2" MemberName 13(MyBuffer2) 0 "mat1" MemberName 13(MyBuffer2) 1 "vec1" Name 14 "Example" MemberName 14(Example) 0 "g_MyBuffer1" MemberName 14(Example) 1 "g_MyBuffer2" MemberName 14(Example) 2 "mat1a" Name 16 "" Name 37 "@entryPointOutput" MemberDecorate 12(MyBuffer1) 0 RowMajor MemberDecorate 12(MyBuffer1) 0 MatrixStride 16 MemberDecorate 12(MyBuffer1) 0 Offset 0 MemberDecorate 12(MyBuffer1) 1 ColMajor MemberDecorate 12(MyBuffer1) 1 MatrixStride 16 MemberDecorate 12(MyBuffer1) 1 Offset 64 MemberDecorate 12(MyBuffer1) 2 Offset 128 MemberDecorate 12(MyBuffer1) 3 Offset 144 MemberDecorate 13(MyBuffer2) 0 ColMajor MemberDecorate 13(MyBuffer2) 0 MatrixStride 16 MemberDecorate 13(MyBuffer2) 0 Offset 0 MemberDecorate 13(MyBuffer2) 1 Offset 64 Decorate 14(Example) Block MemberDecorate 14(Example) 0 Offset 0 MemberDecorate 14(Example) 1 Offset 160 MemberDecorate 14(Example) 2 RowMajor MemberDecorate 14(Example) 2 MatrixStride 16 MemberDecorate 14(Example) 2 Offset 240 Decorate 16 Binding 0 Decorate 16 DescriptorSet 0 Decorate 37(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 11: TypeMatrix 7(fvec4) 4 12(MyBuffer1): TypeStruct 11 11 7(fvec4) 6(float) 13(MyBuffer2): TypeStruct 11 7(fvec4) 14(Example): TypeStruct 12(MyBuffer1) 13(MyBuffer2) 11 15: TypePointer Uniform 14(Example) 16: 15(ptr) Variable Uniform 17: TypeInt 32 1 18: 17(int) Constant 0 19: 17(int) Constant 2 20: TypePointer Uniform 7(fvec4) 23: TypePointer Uniform 11 27: 17(int) Constant 1 36: TypePointer Output 7(fvec4) 37(@entryPointOutput): 36(ptr) Variable Output 4(main): 2 Function None 3 5: Label 38: 7(fvec4) FunctionCall 9(@main() Store 37(@entryPointOutput) 38 Return FunctionEnd 9(@main(): 7(fvec4) Function None 8 10: Label 21: 20(ptr) AccessChain 16 18 19 22: 7(fvec4) Load 21 24: 23(ptr) AccessChain 16 18 18 25: 11 Load 24 26: 7(fvec4) VectorTimesMatrix 22 25 28: 20(ptr) AccessChain 16 27 27 29: 7(fvec4) Load 28 30: 23(ptr) AccessChain 16 27 18 31: 11 Load 30 32: 7(fvec4) VectorTimesMatrix 29 31 33: 7(fvec4) FAdd 26 32 ReturnValue 33 FunctionEnd