1 hlsl.cbuffer-identifier.vert 2 WARNING: 0:29: '' : mul() matrix size mismatch 3 4 Shader version: 500 5 0:? Sequence 6 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}) 7 0:22 Function Parameters: 8 0:22 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 9 0:? Sequence 10 0:23 Sequence 11 0:23 move second child to first child ( temp int) 12 0:23 'ConstantBuffer' ( temp int) 13 0:23 Constant: 14 0:23 42 (const int) 15 0:25 Sequence 16 0:25 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 17 0:25 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 18 0:25 Constant: 19 0:25 0.000000 20 0:25 0.000000 21 0:25 0.000000 22 0:25 0.000000 23 0:25 0.000000 24 0:25 0.000000 25 0:25 0.000000 26 0:26 move second child to first child ( temp 4-component vector of float) 27 0:26 Pos: direct index for structure ( temp 4-component vector of float) 28 0:26 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 29 0:26 Constant: 30 0:26 0 (const int) 31 0:26 matrix-times-vector ( temp 4-component vector of float) 32 0:26 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 33 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}) 34 0:26 Constant: 35 0:26 0 (const uint) 36 0:26 Pos: direct index for structure ( temp 4-component vector of float) 37 0:26 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 38 0:26 Constant: 39 0:26 0 (const int) 40 0:27 move second child to first child ( temp 4-component vector of float) 41 0:27 Pos: direct index for structure ( temp 4-component vector of float) 42 0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 43 0:27 Constant: 44 0:27 0 (const int) 45 0:27 matrix-times-vector ( temp 4-component vector of float) 46 0:27 View: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 47 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}) 48 0:27 Constant: 49 0:27 1 (const uint) 50 0:27 Pos: direct index for structure ( temp 4-component vector of float) 51 0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 52 0:27 Constant: 53 0:27 0 (const int) 54 0:28 move second child to first child ( temp 4-component vector of float) 55 0:28 Pos: direct index for structure ( temp 4-component vector of float) 56 0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 57 0:28 Constant: 58 0:28 0 (const int) 59 0:28 matrix-times-vector ( temp 4-component vector of float) 60 0:28 Projection: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 61 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}) 62 0:28 Constant: 63 0:28 2 (const uint) 64 0:28 Pos: direct index for structure ( temp 4-component vector of float) 65 0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 66 0:28 Constant: 67 0:28 0 (const int) 68 0:29 move second child to first child ( temp 3-component vector of float) 69 0:29 Norm: direct index for structure ( temp 3-component vector of float) 70 0:29 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 71 0:29 Constant: 72 0:29 1 (const int) 73 0:29 Construct vec3 ( temp 3-component vector of float) 74 0:29 matrix-times-vector ( temp 4-component vector of float) 75 0:29 Construct mat3x4 ( uniform 3X4 matrix of float) 76 0:29 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 77 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}) 78 0:29 Constant: 79 0:29 0 (const uint) 80 0:29 Norm: direct index for structure ( temp 3-component vector of float) 81 0:29 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 82 0:29 Constant: 83 0:29 1 (const int) 84 0:31 Branch: Return with expression 85 0:31 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 86 0:22 Function Definition: main( ( temp void) 87 0:22 Function Parameters: 88 0:? Sequence 89 0:22 Sequence 90 0:22 move second child to first child ( temp 4-component vector of float) 91 0:22 Pos: direct index for structure ( temp 4-component vector of float) 92 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 93 0:22 Constant: 94 0:22 0 (const int) 95 0:? 'input.Pos' (layout( location=0) in 4-component vector of float) 96 0:22 move second child to first child ( temp 3-component vector of float) 97 0:22 Norm: direct index for structure ( temp 3-component vector of float) 98 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 99 0:22 Constant: 100 0:22 1 (const int) 101 0:? 'input.Norm' (layout( location=1) in 3-component vector of float) 102 0:22 Sequence 103 0:22 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 104 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 105 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}) 106 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 107 0:22 move second child to first child ( temp 4-component vector of float) 108 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 109 0:22 Pos: direct index for structure ( temp 4-component vector of float) 110 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 111 0:22 Constant: 112 0:22 0 (const int) 113 0:22 move second child to first child ( temp 3-component vector of float) 114 0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float) 115 0:22 Norm: direct index for structure ( temp 3-component vector of float) 116 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 117 0:22 Constant: 118 0:22 1 (const int) 119 0:? Linker Objects 120 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}) 121 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 122 0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float) 123 0:? 'input.Pos' (layout( location=0) in 4-component vector of float) 124 0:? 'input.Norm' (layout( location=1) in 3-component vector of float) 125 126 127 Linked vertex stage: 128 129 130 Shader version: 500 131 0:? Sequence 132 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}) 133 0:22 Function Parameters: 134 0:22 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 135 0:? Sequence 136 0:23 Sequence 137 0:23 move second child to first child ( temp int) 138 0:23 'ConstantBuffer' ( temp int) 139 0:23 Constant: 140 0:23 42 (const int) 141 0:25 Sequence 142 0:25 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 143 0:25 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 144 0:25 Constant: 145 0:25 0.000000 146 0:25 0.000000 147 0:25 0.000000 148 0:25 0.000000 149 0:25 0.000000 150 0:25 0.000000 151 0:25 0.000000 152 0:26 move second child to first child ( temp 4-component vector of float) 153 0:26 Pos: direct index for structure ( temp 4-component vector of float) 154 0:26 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 155 0:26 Constant: 156 0:26 0 (const int) 157 0:26 matrix-times-vector ( temp 4-component vector of float) 158 0:26 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 159 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}) 160 0:26 Constant: 161 0:26 0 (const uint) 162 0:26 Pos: direct index for structure ( temp 4-component vector of float) 163 0:26 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 164 0:26 Constant: 165 0:26 0 (const int) 166 0:27 move second child to first child ( temp 4-component vector of float) 167 0:27 Pos: direct index for structure ( temp 4-component vector of float) 168 0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 169 0:27 Constant: 170 0:27 0 (const int) 171 0:27 matrix-times-vector ( temp 4-component vector of float) 172 0:27 View: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 173 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}) 174 0:27 Constant: 175 0:27 1 (const uint) 176 0:27 Pos: direct index for structure ( temp 4-component vector of float) 177 0:27 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 178 0:27 Constant: 179 0:27 0 (const int) 180 0:28 move second child to first child ( temp 4-component vector of float) 181 0:28 Pos: direct index for structure ( temp 4-component vector of float) 182 0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 183 0:28 Constant: 184 0:28 0 (const int) 185 0:28 matrix-times-vector ( temp 4-component vector of float) 186 0:28 Projection: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 187 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}) 188 0:28 Constant: 189 0:28 2 (const uint) 190 0:28 Pos: direct index for structure ( temp 4-component vector of float) 191 0:28 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 192 0:28 Constant: 193 0:28 0 (const int) 194 0:29 move second child to first child ( temp 3-component vector of float) 195 0:29 Norm: direct index for structure ( temp 3-component vector of float) 196 0:29 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 197 0:29 Constant: 198 0:29 1 (const int) 199 0:29 Construct vec3 ( temp 3-component vector of float) 200 0:29 matrix-times-vector ( temp 4-component vector of float) 201 0:29 Construct mat3x4 ( uniform 3X4 matrix of float) 202 0:29 World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float) 203 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}) 204 0:29 Constant: 205 0:29 0 (const uint) 206 0:29 Norm: direct index for structure ( temp 3-component vector of float) 207 0:29 'input' ( in structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 208 0:29 Constant: 209 0:29 1 (const int) 210 0:31 Branch: Return with expression 211 0:31 'output' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 212 0:22 Function Definition: main( ( temp void) 213 0:22 Function Parameters: 214 0:? Sequence 215 0:22 Sequence 216 0:22 move second child to first child ( temp 4-component vector of float) 217 0:22 Pos: direct index for structure ( temp 4-component vector of float) 218 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 219 0:22 Constant: 220 0:22 0 (const int) 221 0:? 'input.Pos' (layout( location=0) in 4-component vector of float) 222 0:22 move second child to first child ( temp 3-component vector of float) 223 0:22 Norm: direct index for structure ( temp 3-component vector of float) 224 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 225 0:22 Constant: 226 0:22 1 (const int) 227 0:? 'input.Norm' (layout( location=1) in 3-component vector of float) 228 0:22 Sequence 229 0:22 move second child to first child ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 230 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 231 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}) 232 0:? 'input' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 233 0:22 move second child to first child ( temp 4-component vector of float) 234 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 235 0:22 Pos: direct index for structure ( temp 4-component vector of float) 236 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 237 0:22 Constant: 238 0:22 0 (const int) 239 0:22 move second child to first child ( temp 3-component vector of float) 240 0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float) 241 0:22 Norm: direct index for structure ( temp 3-component vector of float) 242 0:22 'flattenTemp' ( temp structure{ temp 4-component vector of float Pos, temp 3-component vector of float Norm}) 243 0:22 Constant: 244 0:22 1 (const int) 245 0:? Linker Objects 246 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}) 247 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 248 0:? '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float) 249 0:? 'input.Pos' (layout( location=0) in 4-component vector of float) 250 0:? 'input.Norm' (layout( location=1) in 3-component vector of float) 251 252 // Module Version 10000 253 // Generated by (magic number): 80007 254 // Id's are bound by 93 255 256 Capability Shader 257 1: ExtInstImport "GLSL.std.450" 258 MemoryModel Logical GLSL450 259 EntryPoint Vertex 4 "main" 74 78 86 90 260 Source HLSL 500 261 Name 4 "main" 262 Name 9 "VS_INPUT" 263 MemberName 9(VS_INPUT) 0 "Pos" 264 MemberName 9(VS_INPUT) 1 "Norm" 265 Name 11 "PS_INPUT" 266 MemberName 11(PS_INPUT) 0 "Pos" 267 MemberName 11(PS_INPUT) 1 "Norm" 268 Name 14 "@main(struct-VS_INPUT-vf4-vf31;" 269 Name 13 "input" 270 Name 18 "ConstantBuffer" 271 Name 21 "output" 272 Name 28 "C" 273 MemberName 28(C) 0 "World" 274 MemberName 28(C) 1 "View" 275 MemberName 28(C) 2 "Projection" 276 Name 30 "" 277 Name 72 "input" 278 Name 74 "input.Pos" 279 Name 78 "input.Norm" 280 Name 81 "flattenTemp" 281 Name 82 "param" 282 Name 86 "@entryPointOutput.Pos" 283 Name 90 "@entryPointOutput.Norm" 284 MemberDecorate 28(C) 0 RowMajor 285 MemberDecorate 28(C) 0 Offset 0 286 MemberDecorate 28(C) 0 MatrixStride 16 287 MemberDecorate 28(C) 1 RowMajor 288 MemberDecorate 28(C) 1 Offset 64 289 MemberDecorate 28(C) 1 MatrixStride 16 290 MemberDecorate 28(C) 2 RowMajor 291 MemberDecorate 28(C) 2 Offset 128 292 MemberDecorate 28(C) 2 MatrixStride 16 293 Decorate 28(C) Block 294 Decorate 30 DescriptorSet 0 295 Decorate 30 Binding 0 296 Decorate 74(input.Pos) Location 0 297 Decorate 78(input.Norm) Location 1 298 Decorate 86(@entryPointOutput.Pos) BuiltIn Position 299 Decorate 90(@entryPointOutput.Norm) Location 0 300 2: TypeVoid 301 3: TypeFunction 2 302 6: TypeFloat 32 303 7: TypeVector 6(float) 4 304 8: TypeVector 6(float) 3 305 9(VS_INPUT): TypeStruct 7(fvec4) 8(fvec3) 306 10: TypePointer Function 9(VS_INPUT) 307 11(PS_INPUT): TypeStruct 7(fvec4) 8(fvec3) 308 12: TypeFunction 11(PS_INPUT) 10(ptr) 309 16: TypeInt 32 1 310 17: TypePointer Function 16(int) 311 19: 16(int) Constant 42 312 20: TypePointer Function 11(PS_INPUT) 313 22: 6(float) Constant 0 314 23: 7(fvec4) ConstantComposite 22 22 22 22 315 24: 8(fvec3) ConstantComposite 22 22 22 316 25:11(PS_INPUT) ConstantComposite 23 24 317 26: 16(int) Constant 0 318 27: TypeMatrix 7(fvec4) 4 319 28(C): TypeStruct 27 27 27 320 29: TypePointer Uniform 28(C) 321 30: 29(ptr) Variable Uniform 322 31: TypePointer Uniform 27 323 34: TypePointer Function 7(fvec4) 324 39: 16(int) Constant 1 325 46: 16(int) Constant 2 326 55: TypeMatrix 7(fvec4) 3 327 60: TypePointer Function 8(fvec3) 328 73: TypePointer Input 7(fvec4) 329 74(input.Pos): 73(ptr) Variable Input 330 77: TypePointer Input 8(fvec3) 331 78(input.Norm): 77(ptr) Variable Input 332 85: TypePointer Output 7(fvec4) 333 86(@entryPointOutput.Pos): 85(ptr) Variable Output 334 89: TypePointer Output 8(fvec3) 335 90(@entryPointOutput.Norm): 89(ptr) Variable Output 336 4(main): 2 Function None 3 337 5: Label 338 72(input): 10(ptr) Variable Function 339 81(flattenTemp): 20(ptr) Variable Function 340 82(param): 10(ptr) Variable Function 341 75: 7(fvec4) Load 74(input.Pos) 342 76: 34(ptr) AccessChain 72(input) 26 343 Store 76 75 344 79: 8(fvec3) Load 78(input.Norm) 345 80: 60(ptr) AccessChain 72(input) 39 346 Store 80 79 347 83: 9(VS_INPUT) Load 72(input) 348 Store 82(param) 83 349 84:11(PS_INPUT) FunctionCall 14(@main(struct-VS_INPUT-vf4-vf31;) 82(param) 350 Store 81(flattenTemp) 84 351 87: 34(ptr) AccessChain 81(flattenTemp) 26 352 88: 7(fvec4) Load 87 353 Store 86(@entryPointOutput.Pos) 88 354 91: 60(ptr) AccessChain 81(flattenTemp) 39 355 92: 8(fvec3) Load 91 356 Store 90(@entryPointOutput.Norm) 92 357 Return 358 FunctionEnd 359 14(@main(struct-VS_INPUT-vf4-vf31;):11(PS_INPUT) Function None 12 360 13(input): 10(ptr) FunctionParameter 361 15: Label 362 18(ConstantBuffer): 17(ptr) Variable Function 363 21(output): 20(ptr) Variable Function 364 Store 18(ConstantBuffer) 19 365 Store 21(output) 25 366 32: 31(ptr) AccessChain 30 26 367 33: 27 Load 32 368 35: 34(ptr) AccessChain 13(input) 26 369 36: 7(fvec4) Load 35 370 37: 7(fvec4) MatrixTimesVector 33 36 371 38: 34(ptr) AccessChain 21(output) 26 372 Store 38 37 373 40: 31(ptr) AccessChain 30 39 374 41: 27 Load 40 375 42: 34(ptr) AccessChain 21(output) 26 376 43: 7(fvec4) Load 42 377 44: 7(fvec4) MatrixTimesVector 41 43 378 45: 34(ptr) AccessChain 21(output) 26 379 Store 45 44 380 47: 31(ptr) AccessChain 30 46 381 48: 27 Load 47 382 49: 34(ptr) AccessChain 21(output) 26 383 50: 7(fvec4) Load 49 384 51: 7(fvec4) MatrixTimesVector 48 50 385 52: 34(ptr) AccessChain 21(output) 26 386 Store 52 51 387 53: 31(ptr) AccessChain 30 26 388 54: 27 Load 53 389 56: 7(fvec4) CompositeExtract 54 0 390 57: 7(fvec4) CompositeExtract 54 1 391 58: 7(fvec4) CompositeExtract 54 2 392 59: 55 CompositeConstruct 56 57 58 393 61: 60(ptr) AccessChain 13(input) 39 394 62: 8(fvec3) Load 61 395 63: 7(fvec4) MatrixTimesVector 59 62 396 64: 6(float) CompositeExtract 63 0 397 65: 6(float) CompositeExtract 63 1 398 66: 6(float) CompositeExtract 63 2 399 67: 8(fvec3) CompositeConstruct 64 65 66 400 68: 60(ptr) AccessChain 21(output) 39 401 Store 68 67 402 69:11(PS_INPUT) Load 21(output) 403 ReturnValue 69 404 FunctionEnd 405