hlsl.cbuffer-identifier.vert WARNING: 0:29: '' : mul() matrix size mismatch Shader version: 500 0:? Sequence 0:22 Function Definition: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Function Parameters: 0:22 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:? Sequence 0:23 Sequence 0:23 move second child to first child ( temp int) 0:23 'ConstantBuffer' ( temp int) 0:23 Constant: 0:23 42 (const int) 0:25 Sequence 0:25 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:25 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:25 Constant: 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:26 move second child to first child ( temp 4-component vector of float) 0:26 Pos: direct index for structure ( temp 4-component vector of float) 0:26 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:26 Constant: 0:26 0 (const int) 0:26 matrix-times-vector ( temp 4-component vector of float) 0:26 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 0:26 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:26 Constant: 0:26 0 (const uint) 0:26 Pos: direct index for structure ( temp 4-component vector of float) 0:26 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:26 Constant: 0:26 0 (const int) 0:27 move second child to first child ( temp 4-component vector of float) 0:27 Pos: direct index for structure ( temp 4-component vector of float) 0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:27 Constant: 0:27 0 (const int) 0:27 matrix-times-vector ( temp 4-component vector of float) 0:27 View: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 0:27 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:27 Constant: 0:27 1 (const uint) 0:27 Pos: direct index for structure ( temp 4-component vector of float) 0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:27 Constant: 0:27 0 (const int) 0:28 move second child to first child ( temp 4-component vector of float) 0:28 Pos: direct index for structure ( temp 4-component vector of float) 0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:28 Constant: 0:28 0 (const int) 0:28 matrix-times-vector ( temp 4-component vector of float) 0:28 Projection: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 0:28 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:28 Constant: 0:28 2 (const uint) 0:28 Pos: direct index for structure ( temp 4-component vector of float) 0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:28 Constant: 0:28 0 (const int) 0:29 move second child to first child ( temp 3-component vector of float) 0:29 Norm: direct index for structure ( temp 3-component vector of float) 0:29 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:29 Constant: 0:29 1 (const int) 0:29 Construct vec3 ( temp 3-component vector of float) 0:29 matrix-times-vector ( temp 4-component vector of float) 0:29 Construct mat3x4 ( uniform 3X4 matrix of float) 0:29 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 0:29 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:29 Constant: 0:29 0 (const uint) 0:29 Norm: direct index for structure ( temp 3-component vector of float) 0:29 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:29 Constant: 0:29 1 (const int) 0:31 Branch: Return with expression 0:31 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 Pos: direct index for structure ( temp 4-component vector of float) 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Constant: 0:22 0 (const int) 0:? 'input.Pos' (layout( location=0) in 4-component vector of float) 0:22 move second child to first child ( temp 3-component vector of float) 0:22 Norm: direct index for structure ( temp 3-component vector of float) 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Constant: 0:22 1 (const int) 0:? 'input.Norm' (layout( location=1) in 3-component vector of float) 0:22 Sequence 0:22 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Function Call: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 0:22 Pos: direct index for structure ( temp 4-component vector of float) 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Constant: 0:22 0 (const int) 0:22 move second child to first child ( temp 3-component vector of float) 0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float) 0:22 Norm: direct index for structure ( temp 3-component vector of float) 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Constant: 0:22 1 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float) 0:? 'input.Pos' (layout( location=0) in 4-component vector of float) 0:? 'input.Norm' (layout( location=1) in 3-component vector of float) Linked vertex stage: Shader version: 500 0:? Sequence 0:22 Function Definition: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Function Parameters: 0:22 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:? Sequence 0:23 Sequence 0:23 move second child to first child ( temp int) 0:23 'ConstantBuffer' ( temp int) 0:23 Constant: 0:23 42 (const int) 0:25 Sequence 0:25 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:25 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:25 Constant: 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:26 move second child to first child ( temp 4-component vector of float) 0:26 Pos: direct index for structure ( temp 4-component vector of float) 0:26 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:26 Constant: 0:26 0 (const int) 0:26 matrix-times-vector ( temp 4-component vector of float) 0:26 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 0:26 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:26 Constant: 0:26 0 (const uint) 0:26 Pos: direct index for structure ( temp 4-component vector of float) 0:26 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:26 Constant: 0:26 0 (const int) 0:27 move second child to first child ( temp 4-component vector of float) 0:27 Pos: direct index for structure ( temp 4-component vector of float) 0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:27 Constant: 0:27 0 (const int) 0:27 matrix-times-vector ( temp 4-component vector of float) 0:27 View: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 0:27 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:27 Constant: 0:27 1 (const uint) 0:27 Pos: direct index for structure ( temp 4-component vector of float) 0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:27 Constant: 0:27 0 (const int) 0:28 move second child to first child ( temp 4-component vector of float) 0:28 Pos: direct index for structure ( temp 4-component vector of float) 0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:28 Constant: 0:28 0 (const int) 0:28 matrix-times-vector ( temp 4-component vector of float) 0:28 Projection: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 0:28 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:28 Constant: 0:28 2 (const uint) 0:28 Pos: direct index for structure ( temp 4-component vector of float) 0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:28 Constant: 0:28 0 (const int) 0:29 move second child to first child ( temp 3-component vector of float) 0:29 Norm: direct index for structure ( temp 3-component vector of float) 0:29 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:29 Constant: 0:29 1 (const int) 0:29 Construct vec3 ( temp 3-component vector of float) 0:29 matrix-times-vector ( temp 4-component vector of float) 0:29 Construct mat3x4 ( uniform 3X4 matrix of float) 0:29 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 0:29 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:29 Constant: 0:29 0 (const uint) 0:29 Norm: direct index for structure ( temp 3-component vector of float) 0:29 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:29 Constant: 0:29 1 (const int) 0:31 Branch: Return with expression 0:31 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Function Definition: main( ( temp void) 0:22 Function Parameters: 0:? Sequence 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 Pos: direct index for structure ( temp 4-component vector of float) 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Constant: 0:22 0 (const int) 0:? 'input.Pos' (layout( location=0) in 4-component vector of float) 0:22 move second child to first child ( temp 3-component vector of float) 0:22 Norm: direct index for structure ( temp 3-component vector of float) 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Constant: 0:22 1 (const int) 0:? 'input.Norm' (layout( location=1) in 3-component vector of float) 0:22 Sequence 0:22 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Function Call: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 0:22 Pos: direct index for structure ( temp 4-component vector of float) 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Constant: 0:22 0 (const int) 0:22 move second child to first child ( temp 3-component vector of float) 0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float) 0:22 Norm: direct index for structure ( temp 3-component vector of float) 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 0:22 Constant: 0:22 1 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection}) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float) 0:? 'input.Pos' (layout( location=0) in 4-component vector of float) 0:? 'input.Norm' (layout( location=1) in 3-component vector of float) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 93 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 74 78 86 90 Source HLSL 500 Name 4 "main" Name 9 "VS_INPUT" MemberName 9(VS_INPUT) 0 "Pos" MemberName 9(VS_INPUT) 1 "Norm" Name 11 "PS_INPUT" MemberName 11(PS_INPUT) 0 "Pos" MemberName 11(PS_INPUT) 1 "Norm" Name 14 "@main(struct-VS_INPUT-vf4-vf31;" Name 13 "input" Name 18 "ConstantBuffer" Name 21 "output" Name 28 "C" MemberName 28(C) 0 "World" MemberName 28(C) 1 "View" MemberName 28(C) 2 "Projection" Name 30 "" Name 72 "input" Name 74 "input.Pos" Name 78 "input.Norm" Name 81 "flattenTemp" Name 82 "param" Name 86 "@entryPointOutput.Pos" Name 90 "@entryPointOutput.Norm" MemberDecorate 28(C) 0 RowMajor MemberDecorate 28(C) 0 Offset 0 MemberDecorate 28(C) 0 MatrixStride 16 MemberDecorate 28(C) 1 RowMajor MemberDecorate 28(C) 1 Offset 64 MemberDecorate 28(C) 1 MatrixStride 16 MemberDecorate 28(C) 2 RowMajor MemberDecorate 28(C) 2 Offset 128 MemberDecorate 28(C) 2 MatrixStride 16 Decorate 28(C) Block Decorate 30 DescriptorSet 0 Decorate 30 Binding 0 Decorate 74(input.Pos) Location 0 Decorate 78(input.Norm) Location 1 Decorate 86(@entryPointOutput.Pos) BuiltIn Position Decorate 90(@entryPointOutput.Norm) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeVector 6(float) 3 9(VS_INPUT): TypeStruct 7(fvec4) 8(fvec3) 10: TypePointer Function 9(VS_INPUT) 11(PS_INPUT): TypeStruct 7(fvec4) 8(fvec3) 12: TypeFunction 11(PS_INPUT) 10(ptr) 16: TypeInt 32 1 17: TypePointer Function 16(int) 19: 16(int) Constant 42 20: TypePointer Function 11(PS_INPUT) 22: 6(float) Constant 0 23: 7(fvec4) ConstantComposite 22 22 22 22 24: 8(fvec3) ConstantComposite 22 22 22 25:11(PS_INPUT) ConstantComposite 23 24 26: 16(int) Constant 0 27: TypeMatrix 7(fvec4) 4 28(C): TypeStruct 27 27 27 29: TypePointer Uniform 28(C) 30: 29(ptr) Variable Uniform 31: TypePointer Uniform 27 34: TypePointer Function 7(fvec4) 39: 16(int) Constant 1 46: 16(int) Constant 2 55: TypeMatrix 7(fvec4) 3 60: TypePointer Function 8(fvec3) 73: TypePointer Input 7(fvec4) 74(input.Pos): 73(ptr) Variable Input 77: TypePointer Input 8(fvec3) 78(input.Norm): 77(ptr) Variable Input 85: TypePointer Output 7(fvec4) 86(@entryPointOutput.Pos): 85(ptr) Variable Output 89: TypePointer Output 8(fvec3) 90(@entryPointOutput.Norm): 89(ptr) Variable Output 4(main): 2 Function None 3 5: Label 72(input): 10(ptr) Variable Function 81(flattenTemp): 20(ptr) Variable Function 82(param): 10(ptr) Variable Function 75: 7(fvec4) Load 74(input.Pos) 76: 34(ptr) AccessChain 72(input) 26 Store 76 75 79: 8(fvec3) Load 78(input.Norm) 80: 60(ptr) AccessChain 72(input) 39 Store 80 79 83: 9(VS_INPUT) Load 72(input) Store 82(param) 83 84:11(PS_INPUT) FunctionCall 14(@main(struct-VS_INPUT-vf4-vf31;) 82(param) Store 81(flattenTemp) 84 87: 34(ptr) AccessChain 81(flattenTemp) 26 88: 7(fvec4) Load 87 Store 86(@entryPointOutput.Pos) 88 91: 60(ptr) AccessChain 81(flattenTemp) 39 92: 8(fvec3) Load 91 Store 90(@entryPointOutput.Norm) 92 Return FunctionEnd 14(@main(struct-VS_INPUT-vf4-vf31;):11(PS_INPUT) Function None 12 13(input): 10(ptr) FunctionParameter 15: Label 18(ConstantBuffer): 17(ptr) Variable Function 21(output): 20(ptr) Variable Function Store 18(ConstantBuffer) 19 Store 21(output) 25 32: 31(ptr) AccessChain 30 26 33: 27 Load 32 35: 34(ptr) AccessChain 13(input) 26 36: 7(fvec4) Load 35 37: 7(fvec4) MatrixTimesVector 33 36 38: 34(ptr) AccessChain 21(output) 26 Store 38 37 40: 31(ptr) AccessChain 30 39 41: 27 Load 40 42: 34(ptr) AccessChain 21(output) 26 43: 7(fvec4) Load 42 44: 7(fvec4) MatrixTimesVector 41 43 45: 34(ptr) AccessChain 21(output) 26 Store 45 44 47: 31(ptr) AccessChain 30 46 48: 27 Load 47 49: 34(ptr) AccessChain 21(output) 26 50: 7(fvec4) Load 49 51: 7(fvec4) MatrixTimesVector 48 50 52: 34(ptr) AccessChain 21(output) 26 Store 52 51 53: 31(ptr) AccessChain 30 26 54: 27 Load 53 56: 7(fvec4) CompositeExtract 54 0 57: 7(fvec4) CompositeExtract 54 1 58: 7(fvec4) CompositeExtract 54 2 59: 55 CompositeConstruct 56 57 58 61: 60(ptr) AccessChain 13(input) 39 62: 8(fvec3) Load 61 63: 7(fvec4) MatrixTimesVector 59 62 64: 6(float) CompositeExtract 63 0 65: 6(float) CompositeExtract 63 1 66: 6(float) CompositeExtract 63 2 67: 8(fvec3) CompositeConstruct 64 65 66 68: 60(ptr) AccessChain 21(output) 39 Store 68 67 69:11(PS_INPUT) Load 21(output) ReturnValue 69 FunctionEnd