hlsl.attributeC11.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:20 Function Definition: @main(vf4; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 'input' ( in 4-component vector of float) 0:? Sequence 0:21 Branch: Return with expression 0:21 add ( temp 4-component vector of float) 0:21 'input' ( in 4-component vector of float) 0:21 textureFetch ( temp 4-component vector of float) 0:21 'attach' ( uniform texture2D) 0:21 vector swizzle ( temp int) 0:21 Constant: 0:21 0 (const int) 0:21 0 (const int) 0:21 Sequence 0:21 Constant: 0:21 0 (const int) 0:21 direct index ( temp int) 0:21 Constant: 0:21 0 (const int) 0:21 0 (const int) 0:21 Constant: 0:21 1 (const int) 0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' (layout( location=8) in 4-component vector of float) 0:20 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float) 0:20 Function Call: @main(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data}) 0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data}) 0:? 'attach' ( uniform texture2D) 0:? 'ci' ( specialization-constant const int) 0:? 11 (const int) 0:? 'anon@0' (layout( row_major std430 push_constant) uniform block{layout( row_major std430 offset=0) uniform int a}) 0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float) 0:? 'input' (layout( location=8) in 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:20 Function Definition: @main(vf4; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 'input' ( in 4-component vector of float) 0:? Sequence 0:21 Branch: Return with expression 0:21 add ( temp 4-component vector of float) 0:21 'input' ( in 4-component vector of float) 0:21 textureFetch ( temp 4-component vector of float) 0:21 'attach' ( uniform texture2D) 0:21 vector swizzle ( temp int) 0:21 Constant: 0:21 0 (const int) 0:21 0 (const int) 0:21 Sequence 0:21 Constant: 0:21 0 (const int) 0:21 direct index ( temp int) 0:21 Constant: 0:21 0 (const int) 0:21 0 (const int) 0:21 Constant: 0:21 1 (const int) 0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' (layout( location=8) in 4-component vector of float) 0:20 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float) 0:20 Function Call: @main(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data}) 0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of structure{ temp 2-component vector of float f} @data}) 0:? 'attach' ( uniform texture2D) 0:? 'ci' ( specialization-constant const int) 0:? 11 (const int) 0:? 'anon@0' (layout( row_major std430 push_constant) uniform block{layout( row_major std430 offset=0) uniform int a}) 0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float) 0:? 'input' (layout( location=8) in 4-component vector of float) Validation failed // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 51 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 33 36 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 11 "@main(vf4;" Name 10 "input" Name 16 "attach" Name 31 "input" Name 33 "input" Name 36 "@entryPointOutput" Name 37 "param" Name 41 "S" MemberName 41(S) 0 "f" Name 43 "buffer1" MemberName 43(buffer1) 0 "@data" Name 45 "buffer1" Name 46 "buffer3" Name 47 "ci" Name 48 "pcBuf" MemberName 48(pcBuf) 0 "a" Name 50 "" Decorate 16(attach) DescriptorSet 0 Decorate 16(attach) Binding 0 Decorate 16(attach) InputAttachmentIndex 4 Decorate 33(input) Location 8 Decorate 36(@entryPointOutput) Location 7 MemberDecorate 41(S) 0 Offset 0 Decorate 42 ArrayStride 8 MemberDecorate 43(buffer1) 0 NonWritable MemberDecorate 43(buffer1) 0 Offset 0 Decorate 43(buffer1) BufferBlock Decorate 45(buffer1) DescriptorSet 0 Decorate 45(buffer1) Binding 1 Decorate 46(buffer3) DescriptorSet 2 Decorate 46(buffer3) Binding 3 Decorate 47(ci) SpecId 13 MemberDecorate 48(pcBuf) 0 Offset 0 Decorate 48(pcBuf) Block 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeFunction 7(fvec4) 8(ptr) 14: TypeImage 6(float) 2D sampled format:Unknown 15: TypePointer UniformConstant 14 16(attach): 15(ptr) Variable UniformConstant 18: TypeInt 32 1 19: TypeVector 18(int) 2 20: 18(int) Constant 0 21: 19(ivec2) ConstantComposite 20 20 22: TypeInt 32 0 23: 22(int) Constant 0 25: 22(int) Constant 1 32: TypePointer Input 7(fvec4) 33(input): 32(ptr) Variable Input 35: TypePointer Output 7(fvec4) 36(@entryPointOutput): 35(ptr) Variable Output 40: TypeVector 6(float) 2 41(S): TypeStruct 40(fvec2) 42: TypeRuntimeArray 41(S) 43(buffer1): TypeStruct 42 44: TypePointer Uniform 43(buffer1) 45(buffer1): 44(ptr) Variable Uniform 46(buffer3): 44(ptr) Variable Uniform 47(ci): 18(int) SpecConstant 11 48(pcBuf): TypeStruct 18(int) 49: TypePointer PushConstant 48(pcBuf) 50: 49(ptr) Variable PushConstant 4(main): 2 Function None 3 5: Label 31(input): 8(ptr) Variable Function 37(param): 8(ptr) Variable Function 34: 7(fvec4) Load 33(input) Store 31(input) 34 38: 7(fvec4) Load 31(input) Store 37(param) 38 39: 7(fvec4) FunctionCall 11(@main(vf4;) 37(param) Store 36(@entryPointOutput) 39 Return FunctionEnd 11(@main(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label 13: 7(fvec4) Load 10(input) 17: 14 Load 16(attach) 24: 18(int) CompositeExtract 21 0 26: 18(int) CompositeExtract 21 1 27: 7(fvec4) ImageFetch 17 24 Lod 26 28: 7(fvec4) FAdd 13 27 ReturnValue 28 FunctionEnd