iomap.crossStage.2.vert Shader version: 460 0:? Sequence 0:32 Function Definition: main( ( global void) 0:32 Function Parameters: 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of float) 0:34 'vgo1' ( smooth out 4-component vector of float) 0:34 Constant: 0:34 0.000000 0:34 0.000000 0:34 0.000000 0:34 0.000000 0:35 move second child to first child ( temp 2-component vector of float) 0:35 'vgo2' ( smooth out 2-component vector of float) 0:35 Constant: 0:35 0.000000 0:35 0.000000 0:36 move second child to first child ( temp 4-component vector of float) 0:36 o3: direct index for structure ( out 4-component vector of float) 0:36 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3}) 0:36 Constant: 0:36 0 (const uint) 0:36 Constant: 0:36 0.000000 0:36 0.000000 0:36 0.000000 0:36 0.000000 0:? Linker Objects 0:? 'vgo1' ( smooth out 4-component vector of float) 0:? 'vgo2' ( smooth out 2-component vector of float) 0:? 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3}) 0:? 'u1' ( uniform 2-component vector of float) 0:? 'u2' ( uniform 3-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'u3' ( uniform 4-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'um2' ( uniform 2X2 matrix of float) 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 0:? 'glass' (layout( location=0 binding=0) uniform sampler2D) 0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b}) 0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float vb1}) 0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) iomap.crossStage.2.geom Shader version: 460 invocations = -1 max_vertices = 3 input primitive = points output primitive = triangle_strip 0:? Sequence 0:29 Function Definition: main( ( global void) 0:29 Function Parameters: 0:31 Sequence 0:31 Sequence 0:31 Sequence 0:31 move second child to first child ( temp int) 0:31 'i' ( temp int) 0:31 Constant: 0:31 0 (const int) 0:31 Loop with condition tested first 0:31 Loop Condition 0:31 Compare Less Than ( temp bool) 0:31 'i' ( temp int) 0:31 Constant: 0:31 3 (const int) 0:31 Loop Body 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of float) 0:32 'gfo1' (layout( stream=0) out 4-component vector of float) 0:32 Constant: 0:32 0.000000 0:32 0.000000 0:32 0.000000 0:32 0.000000 0:33 move second child to first child ( temp 2-component vector of float) 0:33 'gfo2' (layout( stream=0) out 2-component vector of float) 0:33 Constant: 0:33 0.000000 0:33 0.000000 0:34 move second child to first child ( temp 4-component vector of float) 0:34 o3: direct index for structure (layout( stream=0) out 4-component vector of float) 0:34 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3}) 0:34 Constant: 0:34 0 (const int) 0:34 o3: direct index for structure ( in 4-component vector of float) 0:34 indirect index (layout( location=5) temp block{ in 4-component vector of float o3}) 0:34 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3}) 0:34 'i' ( temp int) 0:34 Constant: 0:34 0 (const int) 0:35 EmitVertex ( global void) 0:31 Loop Terminal Expression 0:31 Post-Increment ( temp int) 0:31 'i' ( temp int) 0:37 EndPrimitive ( global void) 0:? Linker Objects 0:? 'vgo1' ( in 1-element array of 4-component vector of float) 0:? 'vgo2' ( in 1-element array of 2-component vector of float) 0:? 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3}) 0:? 'gfo1' (layout( stream=0) out 4-component vector of float) 0:? 'gfo2' (layout( stream=0) out 2-component vector of float) 0:? 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3}) 0:? 'u1' ( uniform 2-component vector of float) 0:? 'u2' ( uniform 3-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'u3' ( uniform 4-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b}) iomap.crossStage.2.frag Shader version: 460 0:? Sequence 0:37 Function Definition: main( ( global void) 0:37 Function Parameters: 0:39 Sequence 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'color' ( temp 4-component vector of float) 0:39 component-wise multiply ( temp 4-component vector of float) 0:39 component-wise multiply ( temp 4-component vector of float) 0:39 component-wise multiply ( temp 4-component vector of float) 0:39 'gfo1' ( smooth in 4-component vector of float) 0:39 vector swizzle ( temp 4-component vector of float) 0:39 'u1' ( uniform 2-component vector of float) 0:39 Sequence 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1 (const int) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1 (const int) 0:39 vector swizzle ( temp 4-component vector of float) 0:39 'u2' ( uniform 3-component vector of float) 0:39 Sequence 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1 (const int) 0:39 Constant: 0:39 2 (const int) 0:39 Constant: 0:39 0 (const int) 0:39 vector swizzle ( temp 4-component vector of float) 0:39 'u3' ( uniform 4-component vector of float) 0:39 0.000000 0:39 0.000000 0:39 0.000000 0:39 0.000000 0:39 Sequence 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1 (const int) 0:39 Constant: 0:39 2 (const int) 0:39 Constant: 0:39 3 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:40 'outColor' ( out 4-component vector of float) 0:40 'color' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( location=5) in block{ in 4-component vector of float o3}) 0:? 'gfo1' ( smooth in 4-component vector of float) 0:? 'gfo2' ( smooth in 2-component vector of float) 0:? 'outColor' ( out 4-component vector of float) 0:? 'u1' ( uniform 2-component vector of float) 0:? 'u2' ( uniform 3-component vector of float) 0:? 'u3' ( uniform 4-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'um2' ( uniform 2X2 matrix of float) 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 0:? 'glass' (layout( location=0 binding=0) uniform sampler2D) 0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b}) 0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float fb1}) 0:? 'blockName2' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b}) Linked vertex stage: Linked geometry stage: Linked fragment stage: WARNING: Linking unknown stage and fragment stages: Matched shader interfaces are using different instance names. unknown stage stage: Block: crossStageBlock2 Instance: blockName1: "" fragment stage: Block: crossStageBlock2 Instance: blockName2: "" Shader version: 460 0:? Sequence 0:32 Function Definition: main( ( global void) 0:32 Function Parameters: 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of float) 0:34 'vgo1' ( smooth out 4-component vector of float) 0:34 Constant: 0:34 0.000000 0:34 0.000000 0:34 0.000000 0:34 0.000000 0:35 move second child to first child ( temp 2-component vector of float) 0:35 'vgo2' ( smooth out 2-component vector of float) 0:35 Constant: 0:35 0.000000 0:35 0.000000 0:36 move second child to first child ( temp 4-component vector of float) 0:36 o3: direct index for structure ( out 4-component vector of float) 0:36 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3}) 0:36 Constant: 0:36 0 (const uint) 0:36 Constant: 0:36 0.000000 0:36 0.000000 0:36 0.000000 0:36 0.000000 0:? Linker Objects 0:? 'vgo1' ( smooth out 4-component vector of float) 0:? 'vgo2' ( smooth out 2-component vector of float) 0:? 'anon@0' (layout( location=5) out block{ out 4-component vector of float o3}) 0:? 'u1' ( uniform 2-component vector of float) 0:? 'u2' ( uniform 3-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'u3' ( uniform 4-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'um2' ( uniform 2X2 matrix of float) 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 0:? 'glass' (layout( location=0 binding=0) uniform sampler2D) 0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b}) 0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float vb1}) 0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Shader version: 460 invocations = 1 max_vertices = 3 input primitive = points output primitive = triangle_strip 0:? Sequence 0:29 Function Definition: main( ( global void) 0:29 Function Parameters: 0:31 Sequence 0:31 Sequence 0:31 Sequence 0:31 move second child to first child ( temp int) 0:31 'i' ( temp int) 0:31 Constant: 0:31 0 (const int) 0:31 Loop with condition tested first 0:31 Loop Condition 0:31 Compare Less Than ( temp bool) 0:31 'i' ( temp int) 0:31 Constant: 0:31 3 (const int) 0:31 Loop Body 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of float) 0:32 'gfo1' (layout( stream=0) out 4-component vector of float) 0:32 Constant: 0:32 0.000000 0:32 0.000000 0:32 0.000000 0:32 0.000000 0:33 move second child to first child ( temp 2-component vector of float) 0:33 'gfo2' (layout( stream=0) out 2-component vector of float) 0:33 Constant: 0:33 0.000000 0:33 0.000000 0:34 move second child to first child ( temp 4-component vector of float) 0:34 o3: direct index for structure (layout( stream=0) out 4-component vector of float) 0:34 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3}) 0:34 Constant: 0:34 0 (const int) 0:34 o3: direct index for structure ( in 4-component vector of float) 0:34 indirect index (layout( location=5) temp block{ in 4-component vector of float o3}) 0:34 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3}) 0:34 'i' ( temp int) 0:34 Constant: 0:34 0 (const int) 0:35 EmitVertex ( global void) 0:31 Loop Terminal Expression 0:31 Post-Increment ( temp int) 0:31 'i' ( temp int) 0:37 EndPrimitive ( global void) 0:? Linker Objects 0:? 'vgo1' ( in 1-element array of 4-component vector of float) 0:? 'vgo2' ( in 1-element array of 2-component vector of float) 0:? 'inBlock' (layout( location=5) in 1-element array of block{ in 4-component vector of float o3}) 0:? 'gfo1' (layout( stream=0) out 4-component vector of float) 0:? 'gfo2' (layout( stream=0) out 2-component vector of float) 0:? 'gf_out' (layout( location=5 stream=0) out block{layout( stream=0) out 4-component vector of float o3}) 0:? 'u1' ( uniform 2-component vector of float) 0:? 'u2' ( uniform 3-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'u3' ( uniform 4-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'blockName1' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b}) Shader version: 460 0:? Sequence 0:37 Function Definition: main( ( global void) 0:37 Function Parameters: 0:39 Sequence 0:39 Sequence 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'color' ( temp 4-component vector of float) 0:39 component-wise multiply ( temp 4-component vector of float) 0:39 component-wise multiply ( temp 4-component vector of float) 0:39 component-wise multiply ( temp 4-component vector of float) 0:39 'gfo1' ( smooth in 4-component vector of float) 0:39 vector swizzle ( temp 4-component vector of float) 0:39 'u1' ( uniform 2-component vector of float) 0:39 Sequence 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1 (const int) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1 (const int) 0:39 vector swizzle ( temp 4-component vector of float) 0:39 'u2' ( uniform 3-component vector of float) 0:39 Sequence 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1 (const int) 0:39 Constant: 0:39 2 (const int) 0:39 Constant: 0:39 0 (const int) 0:39 vector swizzle ( temp 4-component vector of float) 0:39 'u3' ( uniform 4-component vector of float) 0:39 0.000000 0:39 0.000000 0:39 0.000000 0:39 0.000000 0:39 Sequence 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 1 (const int) 0:39 Constant: 0:39 2 (const int) 0:39 Constant: 0:39 3 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:40 'outColor' ( out 4-component vector of float) 0:40 'color' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( location=5) in block{ in 4-component vector of float o3}) 0:? 'gfo1' ( smooth in 4-component vector of float) 0:? 'gfo2' ( smooth in 2-component vector of float) 0:? 'outColor' ( out 4-component vector of float) 0:? 'u1' ( uniform 2-component vector of float) 0:? 'u2' ( uniform 3-component vector of float) 0:? 'u3' ( uniform 4-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'um2' ( uniform 2X2 matrix of float) 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 0:? 'glass' (layout( location=0 binding=0) uniform sampler2D) 0:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 4-component vector of float b}) 0:? 'anon@2' (layout( column_major std430) buffer block{layout( column_major std430) buffer 2-component vector of float fb1}) 0:? 'blockName2' (layout( column_major std140) uniform 2-element array of block{layout( column_major std140) uniform 4-component vector of float a, layout( column_major std140) uniform 2-component vector of float b}) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 56 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 9 14 18 54 55 Source GLSL 460 Name 4 "main" Name 9 "vgo1" Name 14 "vgo2" Name 16 "outBlock" MemberName 16(outBlock) 0 "o3" Name 18 "" Name 23 "u1" Name 27 "u2" Name 29 "u3" Name 36 "um2" Name 40 "glass" Name 41 "crossStageBlock1" MemberName 41(crossStageBlock1) 0 "a" MemberName 41(crossStageBlock1) 1 "b" Name 43 "" Name 44 "vertOnlyBlock" MemberName 44(vertOnlyBlock) 0 "vb1" Name 46 "" Name 47 "crossStageBlock2" MemberName 47(crossStageBlock2) 0 "a" MemberName 47(crossStageBlock2) 1 "b" Name 52 "blockName1" Name 54 "gl_VertexID" Name 55 "gl_InstanceID" Decorate 9(vgo1) Location 0 Decorate 14(vgo2) Location 1 Decorate 16(outBlock) Block Decorate 18 Location 5 Decorate 23(u1) Location 1 Decorate 23(u1) DescriptorSet 0 Decorate 27(u2) Location 2 Decorate 27(u2) DescriptorSet 0 Decorate 29(u3) Location 3 Decorate 29(u3) DescriptorSet 0 Decorate 36(um2) Location 4 Decorate 36(um2) DescriptorSet 0 Decorate 40(glass) Location 0 Decorate 40(glass) DescriptorSet 0 Decorate 40(glass) Binding 0 MemberDecorate 41(crossStageBlock1) 0 Offset 0 MemberDecorate 41(crossStageBlock1) 1 Offset 16 Decorate 41(crossStageBlock1) Block Decorate 43 DescriptorSet 0 Decorate 43 Binding 0 MemberDecorate 44(vertOnlyBlock) 0 Offset 0 Decorate 44(vertOnlyBlock) BufferBlock Decorate 46 DescriptorSet 0 Decorate 46 Binding 0 MemberDecorate 47(crossStageBlock2) 0 Offset 0 MemberDecorate 47(crossStageBlock2) 1 Offset 16 Decorate 47(crossStageBlock2) Block Decorate 52(blockName1) DescriptorSet 0 Decorate 52(blockName1) Binding 0 Decorate 54(gl_VertexID) BuiltIn VertexId Decorate 55(gl_InstanceID) BuiltIn InstanceId 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Output 7(fvec4) 9(vgo1): 8(ptr) Variable Output 10: 6(float) Constant 0 11: 7(fvec4) ConstantComposite 10 10 10 10 12: TypeVector 6(float) 2 13: TypePointer Output 12(fvec2) 14(vgo2): 13(ptr) Variable Output 15: 12(fvec2) ConstantComposite 10 10 16(outBlock): TypeStruct 7(fvec4) 17: TypePointer Output 16(outBlock) 18: 17(ptr) Variable Output 19: TypeInt 32 1 20: 19(int) Constant 0 22: TypePointer UniformConstant 12(fvec2) 23(u1): 22(ptr) Variable UniformConstant 24: TypeVector 6(float) 3 25: 24(fvec3) ConstantComposite 10 10 10 26: TypePointer UniformConstant 24(fvec3) 27(u2): 26(ptr) Variable UniformConstant 25 28: TypePointer UniformConstant 7(fvec4) 29(u3): 28(ptr) Variable UniformConstant 11 30: TypeMatrix 12(fvec2) 2 31: 6(float) Constant 1082130432 32: 12(fvec2) ConstantComposite 31 10 33: 12(fvec2) ConstantComposite 10 31 34: 30 ConstantComposite 32 33 35: TypePointer UniformConstant 30 36(um2): 35(ptr) Variable UniformConstant 34 37: TypeImage 6(float) 2D sampled format:Unknown 38: TypeSampledImage 37 39: TypePointer UniformConstant 38 40(glass): 39(ptr) Variable UniformConstant 41(crossStageBlock1): TypeStruct 7(fvec4) 7(fvec4) 42: TypePointer Uniform 41(crossStageBlock1) 43: 42(ptr) Variable Uniform 44(vertOnlyBlock): TypeStruct 12(fvec2) 45: TypePointer Uniform 44(vertOnlyBlock) 46: 45(ptr) Variable Uniform 47(crossStageBlock2): TypeStruct 7(fvec4) 12(fvec2) 48: TypeInt 32 0 49: 48(int) Constant 2 50: TypeArray 47(crossStageBlock2) 49 51: TypePointer Uniform 50 52(blockName1): 51(ptr) Variable Uniform 53: TypePointer Input 19(int) 54(gl_VertexID): 53(ptr) Variable Input 55(gl_InstanceID): 53(ptr) Variable Input 4(main): 2 Function None 3 5: Label Store 9(vgo1) 11 Store 14(vgo2) 15 21: 8(ptr) AccessChain 18 20 Store 21 11 Return FunctionEnd // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 65 Capability Geometry 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Geometry 4 "main" 22 27 31 37 48 51 ExecutionMode 4 InputPoints ExecutionMode 4 Invocations 1 ExecutionMode 4 OutputTriangleStrip ExecutionMode 4 OutputVertices 3 Source GLSL 460 Name 4 "main" Name 8 "i" Name 22 "gfo1" Name 27 "gfo2" Name 29 "outBlock" MemberName 29(outBlock) 0 "o3" Name 31 "gf_out" Name 32 "outBlock" MemberName 32(outBlock) 0 "o3" Name 37 "inBlock" Name 48 "vgo1" Name 51 "vgo2" Name 53 "u1" Name 57 "u2" Name 59 "u3" Name 60 "crossStageBlock2" MemberName 60(crossStageBlock2) 0 "a" MemberName 60(crossStageBlock2) 1 "b" Name 64 "blockName1" Decorate 22(gfo1) Location 0 Decorate 27(gfo2) Location 1 Decorate 29(outBlock) Block Decorate 31(gf_out) Location 5 Decorate 32(outBlock) Block Decorate 37(inBlock) Location 5 Decorate 48(vgo1) Location 0 Decorate 51(vgo2) Location 1 Decorate 53(u1) Location 1 Decorate 53(u1) DescriptorSet 0 Decorate 57(u2) Location 2 Decorate 57(u2) DescriptorSet 0 Decorate 59(u3) Location 3 Decorate 59(u3) DescriptorSet 0 MemberDecorate 60(crossStageBlock2) 0 Offset 0 MemberDecorate 60(crossStageBlock2) 1 Offset 16 Decorate 60(crossStageBlock2) Block Decorate 64(blockName1) DescriptorSet 0 Decorate 64(blockName1) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 7: TypePointer Function 6(int) 9: 6(int) Constant 0 16: 6(int) Constant 3 17: TypeBool 19: TypeFloat 32 20: TypeVector 19(float) 4 21: TypePointer Output 20(fvec4) 22(gfo1): 21(ptr) Variable Output 23: 19(float) Constant 0 24: 20(fvec4) ConstantComposite 23 23 23 23 25: TypeVector 19(float) 2 26: TypePointer Output 25(fvec2) 27(gfo2): 26(ptr) Variable Output 28: 25(fvec2) ConstantComposite 23 23 29(outBlock): TypeStruct 20(fvec4) 30: TypePointer Output 29(outBlock) 31(gf_out): 30(ptr) Variable Output 32(outBlock): TypeStruct 20(fvec4) 33: TypeInt 32 0 34: 33(int) Constant 1 35: TypeArray 32(outBlock) 34 36: TypePointer Input 35 37(inBlock): 36(ptr) Variable Input 39: TypePointer Input 20(fvec4) 44: 6(int) Constant 1 46: TypeArray 20(fvec4) 34 47: TypePointer Input 46 48(vgo1): 47(ptr) Variable Input 49: TypeArray 25(fvec2) 34 50: TypePointer Input 49 51(vgo2): 50(ptr) Variable Input 52: TypePointer UniformConstant 25(fvec2) 53(u1): 52(ptr) Variable UniformConstant 54: TypeVector 19(float) 3 55: 54(fvec3) ConstantComposite 23 23 23 56: TypePointer UniformConstant 54(fvec3) 57(u2): 56(ptr) Variable UniformConstant 55 58: TypePointer UniformConstant 20(fvec4) 59(u3): 58(ptr) Variable UniformConstant 24 60(crossStageBlock2): TypeStruct 20(fvec4) 25(fvec2) 61: 33(int) Constant 2 62: TypeArray 60(crossStageBlock2) 61 63: TypePointer Uniform 62 64(blockName1): 63(ptr) Variable Uniform 4(main): 2 Function None 3 5: Label 8(i): 7(ptr) Variable Function Store 8(i) 9 Branch 10 10: Label LoopMerge 12 13 None Branch 14 14: Label 15: 6(int) Load 8(i) 18: 17(bool) SLessThan 15 16 BranchConditional 18 11 12 11: Label Store 22(gfo1) 24 Store 27(gfo2) 28 38: 6(int) Load 8(i) 40: 39(ptr) AccessChain 37(inBlock) 38 9 41: 20(fvec4) Load 40 42: 21(ptr) AccessChain 31(gf_out) 9 Store 42 41 EmitVertex Branch 13 13: Label 43: 6(int) Load 8(i) 45: 6(int) IAdd 43 44 Store 8(i) 45 Branch 10 12: Label EndPrimitive Return FunctionEnd // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 62 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 11 32 36 38 ExecutionMode 4 OriginLowerLeft Source GLSL 460 Name 4 "main" Name 9 "color" Name 11 "gfo1" Name 15 "u1" Name 21 "u2" Name 28 "u3" Name 32 "outColor" Name 34 "outBlock" MemberName 34(outBlock) 0 "o3" Name 36 "" Name 38 "gfo2" Name 45 "um2" Name 49 "glass" Name 50 "crossStageBlock1" MemberName 50(crossStageBlock1) 0 "a" MemberName 50(crossStageBlock1) 1 "b" Name 52 "" Name 53 "fragOnlyBlock" MemberName 53(fragOnlyBlock) 0 "fb1" Name 55 "" Name 56 "crossStageBlock2" MemberName 56(crossStageBlock2) 0 "a" MemberName 56(crossStageBlock2) 1 "b" Name 61 "blockName2" Decorate 11(gfo1) Location 0 Decorate 15(u1) Location 1 Decorate 15(u1) DescriptorSet 0 Decorate 21(u2) Location 2 Decorate 21(u2) DescriptorSet 0 Decorate 28(u3) Location 3 Decorate 28(u3) DescriptorSet 0 Decorate 32(outColor) Location 0 Decorate 34(outBlock) Block Decorate 36 Location 5 Decorate 38(gfo2) Location 1 Decorate 45(um2) Location 4 Decorate 45(um2) DescriptorSet 0 Decorate 49(glass) Location 0 Decorate 49(glass) DescriptorSet 0 Decorate 49(glass) Binding 0 MemberDecorate 50(crossStageBlock1) 0 Offset 0 MemberDecorate 50(crossStageBlock1) 1 Offset 16 Decorate 50(crossStageBlock1) Block Decorate 52 DescriptorSet 0 Decorate 52 Binding 0 MemberDecorate 53(fragOnlyBlock) 0 Offset 0 Decorate 53(fragOnlyBlock) BufferBlock Decorate 55 DescriptorSet 0 Decorate 55 Binding 0 MemberDecorate 56(crossStageBlock2) 0 Offset 0 MemberDecorate 56(crossStageBlock2) 1 Offset 16 Decorate 56(crossStageBlock2) Block Decorate 61(blockName2) DescriptorSet 0 Decorate 61(blockName2) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 10: TypePointer Input 7(fvec4) 11(gfo1): 10(ptr) Variable Input 13: TypeVector 6(float) 2 14: TypePointer UniformConstant 13(fvec2) 15(u1): 14(ptr) Variable UniformConstant 19: TypeVector 6(float) 3 20: TypePointer UniformConstant 19(fvec3) 21(u2): 20(ptr) Variable UniformConstant 25: 6(float) Constant 0 26: 7(fvec4) ConstantComposite 25 25 25 25 27: TypePointer UniformConstant 7(fvec4) 28(u3): 27(ptr) Variable UniformConstant 26 31: TypePointer Output 7(fvec4) 32(outColor): 31(ptr) Variable Output 34(outBlock): TypeStruct 7(fvec4) 35: TypePointer Input 34(outBlock) 36: 35(ptr) Variable Input 37: TypePointer Input 13(fvec2) 38(gfo2): 37(ptr) Variable Input 39: TypeMatrix 13(fvec2) 2 40: 6(float) Constant 1082130432 41: 13(fvec2) ConstantComposite 40 25 42: 13(fvec2) ConstantComposite 25 40 43: 39 ConstantComposite 41 42 44: TypePointer UniformConstant 39 45(um2): 44(ptr) Variable UniformConstant 43 46: TypeImage 6(float) 2D sampled format:Unknown 47: TypeSampledImage 46 48: TypePointer UniformConstant 47 49(glass): 48(ptr) Variable UniformConstant 50(crossStageBlock1): TypeStruct 7(fvec4) 7(fvec4) 51: TypePointer Uniform 50(crossStageBlock1) 52: 51(ptr) Variable Uniform 53(fragOnlyBlock): TypeStruct 13(fvec2) 54: TypePointer Uniform 53(fragOnlyBlock) 55: 54(ptr) Variable Uniform 56(crossStageBlock2): TypeStruct 7(fvec4) 13(fvec2) 57: TypeInt 32 0 58: 57(int) Constant 2 59: TypeArray 56(crossStageBlock2) 58 60: TypePointer Uniform 59 61(blockName2): 60(ptr) Variable Uniform 4(main): 2 Function None 3 5: Label 9(color): 8(ptr) Variable Function 12: 7(fvec4) Load 11(gfo1) 16: 13(fvec2) Load 15(u1) 17: 7(fvec4) VectorShuffle 16 16 0 1 0 1 18: 7(fvec4) FMul 12 17 22: 19(fvec3) Load 21(u2) 23: 7(fvec4) VectorShuffle 22 22 0 1 2 0 24: 7(fvec4) FMul 18 23 29: 7(fvec4) Load 28(u3) 30: 7(fvec4) FMul 24 29 Store 9(color) 30 33: 7(fvec4) Load 9(color) Store 32(outColor) 33 Return FunctionEnd