vk.relaxed.changeSet.vert Shader version: 460 0:? Sequence 0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 move second child to first child ( temp highp 4-component vector of float) 0:13 'Color' ( smooth out highp 4-component vector of float) 0:13 'aColor' ( in highp 4-component vector of float) 0:14 move second child to first child ( temp highp 2-component vector of float) 0:14 'UV' ( smooth out highp 2-component vector of float) 0:14 'aUV' ( in highp 2-component vector of float) 0:15 move second child to first child ( temp highp 4-component vector of float) 0:15 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 0:15 'anon@1' ( 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}) 0:15 Constant: 0:15 0 (const uint) 0:15 matrix-times-vector ( temp highp 4-component vector of float) 0:15 projectionMatrix: direct index for structure ( uniform highp 4X4 matrix of float) 0:15 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4X4 matrix of float projectionMatrix}) 0:15 Constant: 0:15 0 (const uint) 0:15 Construct vec4 ( temp highp 4-component vector of float) 0:15 'aPos' ( in highp 2-component vector of float) 0:15 Constant: 0:15 0.000000 0:15 Constant: 0:15 1.000000 0:? Linker Objects 0:? 'aPos' ( in highp 2-component vector of float) 0:? 'aUV' ( in highp 2-component vector of float) 0:? 'aColor' ( in highp 4-component vector of float) 0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4X4 matrix of float projectionMatrix}) 0:? 'Color' ( smooth out highp 4-component vector of float) 0:? 'UV' ( smooth out highp 2-component vector of float) 0:? 'anon@1' ( 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_VertexIndex' ( in int VertexIndex) 0:? 'gl_InstanceIndex' ( in int InstanceIndex) vk.relaxed.changeSet.frag Shader version: 460 gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 move second child to first child ( temp highp 4-component vector of float) 0:12 'fragColor' (layout( location=0) out highp 4-component vector of float) 0:12 vector-scale ( temp highp 4-component vector of float) 0:12 'Color' ( smooth in highp 4-component vector of float) 0:12 direct index ( temp highp float) 0:12 texture ( global highp 4-component vector of float) 0:12 'sTexture' ( uniform highp sampler2D) 0:12 vector swizzle ( temp highp 2-component vector of float) 0:12 'UV' ( smooth in highp 2-component vector of float) 0:12 Sequence 0:12 Constant: 0:12 0 (const int) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects 0:? 'fragColor' (layout( location=0) out highp 4-component vector of float) 0:? 'sTexture' ( uniform highp sampler2D) 0:? 'Color' ( smooth in highp 4-component vector of float) 0:? 'UV' ( smooth in highp 2-component vector of float) Linked vertex stage: Linked fragment stage: Shader version: 460 0:? Sequence 0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 move second child to first child ( temp highp 4-component vector of float) 0:13 'Color' ( smooth out highp 4-component vector of float) 0:13 'aColor' ( in highp 4-component vector of float) 0:14 move second child to first child ( temp highp 2-component vector of float) 0:14 'UV' ( smooth out highp 2-component vector of float) 0:14 'aUV' ( in highp 2-component vector of float) 0:15 move second child to first child ( temp highp 4-component vector of float) 0:15 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 0:15 'anon@1' ( 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}) 0:15 Constant: 0:15 0 (const uint) 0:15 matrix-times-vector ( temp highp 4-component vector of float) 0:15 projectionMatrix: direct index for structure ( uniform highp 4X4 matrix of float) 0:15 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4X4 matrix of float projectionMatrix}) 0:15 Constant: 0:15 0 (const uint) 0:15 Construct vec4 ( temp highp 4-component vector of float) 0:15 'aPos' ( in highp 2-component vector of float) 0:15 Constant: 0:15 0.000000 0:15 Constant: 0:15 1.000000 0:? Linker Objects 0:? 'aPos' ( in highp 2-component vector of float) 0:? 'aUV' ( in highp 2-component vector of float) 0:? 'aColor' ( in highp 4-component vector of float) 0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4X4 matrix of float projectionMatrix}) 0:? 'Color' ( smooth out highp 4-component vector of float) 0:? 'UV' ( smooth out highp 2-component vector of float) 0:? 'anon@1' ( 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_VertexIndex' ( in int VertexIndex) 0:? 'gl_InstanceIndex' ( in int InstanceIndex) Shader version: 460 gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 move second child to first child ( temp highp 4-component vector of float) 0:12 'fragColor' (layout( location=0) out highp 4-component vector of float) 0:12 vector-scale ( temp highp 4-component vector of float) 0:12 'Color' ( smooth in highp 4-component vector of float) 0:12 direct index ( temp highp float) 0:12 texture ( global highp 4-component vector of float) 0:12 'sTexture' ( uniform highp sampler2D) 0:12 vector swizzle ( temp highp 2-component vector of float) 0:12 'UV' ( smooth in highp 2-component vector of float) 0:12 Sequence 0:12 Constant: 0:12 0 (const int) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects 0:? 'fragColor' (layout( location=0) out highp 4-component vector of float) 0:? 'sTexture' ( uniform highp sampler2D) 0:? 'Color' ( smooth in highp 4-component vector of float) 0:? 'UV' ( smooth in highp 2-component vector of float) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 46 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 9 11 15 17 24 34 44 45 Source GLSL 460 Name 4 "main" Name 9 "Color" Name 11 "aColor" Name 15 "UV" Name 17 "aUV" Name 22 "gl_PerVertex" MemberName 22(gl_PerVertex) 0 "gl_Position" MemberName 22(gl_PerVertex) 1 "gl_PointSize" MemberName 22(gl_PerVertex) 2 "gl_ClipDistance" MemberName 22(gl_PerVertex) 3 "gl_CullDistance" Name 24 "" Name 28 "gl_DefaultUniformBlock" MemberName 28(gl_DefaultUniformBlock) 0 "projectionMatrix" Name 30 "" Name 34 "aPos" Name 44 "gl_VertexIndex" Name 45 "gl_InstanceIndex" Decorate 9(Color) Location 0 Decorate 11(aColor) Location 2 Decorate 15(UV) Location 1 Decorate 17(aUV) Location 1 MemberDecorate 22(gl_PerVertex) 0 BuiltIn Position MemberDecorate 22(gl_PerVertex) 1 BuiltIn PointSize MemberDecorate 22(gl_PerVertex) 2 BuiltIn ClipDistance MemberDecorate 22(gl_PerVertex) 3 BuiltIn CullDistance Decorate 22(gl_PerVertex) Block MemberDecorate 28(gl_DefaultUniformBlock) 0 ColMajor MemberDecorate 28(gl_DefaultUniformBlock) 0 Offset 0 MemberDecorate 28(gl_DefaultUniformBlock) 0 MatrixStride 16 Decorate 28(gl_DefaultUniformBlock) Block Decorate 30 DescriptorSet 0 Decorate 30 Binding 0 Decorate 34(aPos) Location 0 Decorate 44(gl_VertexIndex) BuiltIn VertexIndex Decorate 45(gl_InstanceIndex) BuiltIn InstanceIndex 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Output 7(fvec4) 9(Color): 8(ptr) Variable Output 10: TypePointer Input 7(fvec4) 11(aColor): 10(ptr) Variable Input 13: TypeVector 6(float) 2 14: TypePointer Output 13(fvec2) 15(UV): 14(ptr) Variable Output 16: TypePointer Input 13(fvec2) 17(aUV): 16(ptr) Variable Input 19: TypeInt 32 0 20: 19(int) Constant 1 21: TypeArray 6(float) 20 22(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 21 21 23: TypePointer Output 22(gl_PerVertex) 24: 23(ptr) Variable Output 25: TypeInt 32 1 26: 25(int) Constant 0 27: TypeMatrix 7(fvec4) 4 28(gl_DefaultUniformBlock): TypeStruct 27 29: TypePointer Uniform 28(gl_DefaultUniformBlock) 30: 29(ptr) Variable Uniform 31: TypePointer Uniform 27 34(aPos): 16(ptr) Variable Input 36: 6(float) Constant 0 37: 6(float) Constant 1065353216 43: TypePointer Input 25(int) 44(gl_VertexIndex): 43(ptr) Variable Input 45(gl_InstanceIndex): 43(ptr) Variable Input 4(main): 2 Function None 3 5: Label 12: 7(fvec4) Load 11(aColor) Store 9(Color) 12 18: 13(fvec2) Load 17(aUV) Store 15(UV) 18 32: 31(ptr) AccessChain 30 26 33: 27 Load 32 35: 13(fvec2) Load 34(aPos) 38: 6(float) CompositeExtract 35 0 39: 6(float) CompositeExtract 35 1 40: 7(fvec4) CompositeConstruct 38 39 36 37 41: 7(fvec4) MatrixTimesVector 33 40 42: 8(ptr) AccessChain 24 26 Store 42 41 Return FunctionEnd // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 27 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 9 11 20 ExecutionMode 4 OriginUpperLeft Source GLSL 460 Name 4 "main" Name 9 "fragColor" Name 11 "Color" Name 16 "sTexture" Name 20 "UV" Decorate 9(fragColor) Location 0 Decorate 11(Color) Location 0 Decorate 16(sTexture) DescriptorSet 1 Decorate 16(sTexture) Binding 0 Decorate 20(UV) Location 1 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Output 7(fvec4) 9(fragColor): 8(ptr) Variable Output 10: TypePointer Input 7(fvec4) 11(Color): 10(ptr) Variable Input 13: TypeImage 6(float) 2D sampled format:Unknown 14: TypeSampledImage 13 15: TypePointer UniformConstant 14 16(sTexture): 15(ptr) Variable UniformConstant 18: TypeVector 6(float) 2 19: TypePointer Input 18(fvec2) 20(UV): 19(ptr) Variable Input 23: TypeInt 32 0 24: 23(int) Constant 0 4(main): 2 Function None 3 5: Label 12: 7(fvec4) Load 11(Color) 17: 14 Load 16(sTexture) 21: 18(fvec2) Load 20(UV) 22: 7(fvec4) ImageSampleImplicitLod 17 21 25: 6(float) CompositeExtract 22 0 26: 7(fvec4) VectorTimesScalar 12 25 Store 9(fragColor) 26 Return FunctionEnd