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      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