1 hlsl.matpack-1.frag 2 Shader version: 500 3 gl_FragCoord origin is upper left 4 0:? Sequence 5 0:23 Function Definition: @main( ( temp 4-component vector of float) 6 0:23 Function Parameters: 7 0:? Sequence 8 0:25 Branch: Return with expression 9 0:24 add ( temp 4-component vector of float) 10 0:24 vector-times-matrix ( temp 4-component vector of float) 11 0:24 vec1: direct index for structure ( temp 4-component vector of float) 12 0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo}) 13 0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 14 0:24 Constant: 15 0:24 0 (const uint) 16 0:24 Constant: 17 0:24 2 (const int) 18 0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float) 19 0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo}) 20 0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 21 0:24 Constant: 22 0:24 0 (const uint) 23 0:24 Constant: 24 0:24 0 (const int) 25 0:25 vector-times-matrix ( temp 4-component vector of float) 26 0:25 vec1: direct index for structure ( temp 4-component vector of float) 27 0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1}) 28 0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 29 0:25 Constant: 30 0:25 1 (const uint) 31 0:25 Constant: 32 0:25 1 (const int) 33 0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float) 34 0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1}) 35 0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 36 0:25 Constant: 37 0:25 1 (const uint) 38 0:25 Constant: 39 0:25 0 (const int) 40 0:23 Function Definition: main( ( temp void) 41 0:23 Function Parameters: 42 0:? Sequence 43 0:23 move second child to first child ( temp 4-component vector of float) 44 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 45 0:23 Function Call: @main( ( temp 4-component vector of float) 46 0:? Linker Objects 47 0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 48 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 49 50 51 Linked fragment stage: 52 53 54 Shader version: 500 55 gl_FragCoord origin is upper left 56 0:? Sequence 57 0:23 Function Definition: @main( ( temp 4-component vector of float) 58 0:23 Function Parameters: 59 0:? Sequence 60 0:25 Branch: Return with expression 61 0:24 add ( temp 4-component vector of float) 62 0:24 vector-times-matrix ( temp 4-component vector of float) 63 0:24 vec1: direct index for structure ( temp 4-component vector of float) 64 0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo}) 65 0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 66 0:24 Constant: 67 0:24 0 (const uint) 68 0:24 Constant: 69 0:24 2 (const int) 70 0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float) 71 0:24 g_MyBuffer1: direct index for structure (layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo}) 72 0:24 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 73 0:24 Constant: 74 0:24 0 (const uint) 75 0:24 Constant: 76 0:24 0 (const int) 77 0:25 vector-times-matrix ( temp 4-component vector of float) 78 0:25 vec1: direct index for structure ( temp 4-component vector of float) 79 0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1}) 80 0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 81 0:25 Constant: 82 0:25 1 (const uint) 83 0:25 Constant: 84 0:25 1 (const int) 85 0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float) 86 0:25 g_MyBuffer2: direct index for structure (layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1}) 87 0:25 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 88 0:25 Constant: 89 0:25 1 (const uint) 90 0:25 Constant: 91 0:25 0 (const int) 92 0:23 Function Definition: main( ( temp void) 93 0:23 Function Parameters: 94 0:? Sequence 95 0:23 move second child to first child ( temp 4-component vector of float) 96 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 97 0:23 Function Call: @main( ( temp 4-component vector of float) 98 0:? Linker Objects 99 0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform structure{layout( row_major) temp 4X4 matrix of float mat1, layout( column_major) temp 4X4 matrix of float mat2, temp 4-component vector of float vec1, temp float foo} g_MyBuffer1, layout( row_major std140) uniform structure{layout( column_major) temp 4X4 matrix of float mat1, temp 4-component vector of float vec1} g_MyBuffer2, layout( row_major std140) uniform 4X4 matrix of float mat1a}) 100 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 101 102 // Module Version 10000 103 // Generated by (magic number): 80007 104 // Id's are bound by 39 105 106 Capability Shader 107 1: ExtInstImport "GLSL.std.450" 108 MemoryModel Logical GLSL450 109 EntryPoint Fragment 4 "main" 37 110 ExecutionMode 4 OriginUpperLeft 111 Source HLSL 500 112 Name 4 "main" 113 Name 9 "@main(" 114 Name 12 "MyBuffer1" 115 MemberName 12(MyBuffer1) 0 "mat1" 116 MemberName 12(MyBuffer1) 1 "mat2" 117 MemberName 12(MyBuffer1) 2 "vec1" 118 MemberName 12(MyBuffer1) 3 "foo" 119 Name 13 "MyBuffer2" 120 MemberName 13(MyBuffer2) 0 "mat1" 121 MemberName 13(MyBuffer2) 1 "vec1" 122 Name 14 "Example" 123 MemberName 14(Example) 0 "g_MyBuffer1" 124 MemberName 14(Example) 1 "g_MyBuffer2" 125 MemberName 14(Example) 2 "mat1a" 126 Name 16 "" 127 Name 37 "@entryPointOutput" 128 MemberDecorate 12(MyBuffer1) 0 RowMajor 129 MemberDecorate 12(MyBuffer1) 0 Offset 0 130 MemberDecorate 12(MyBuffer1) 0 MatrixStride 16 131 MemberDecorate 12(MyBuffer1) 1 ColMajor 132 MemberDecorate 12(MyBuffer1) 1 Offset 64 133 MemberDecorate 12(MyBuffer1) 1 MatrixStride 16 134 MemberDecorate 12(MyBuffer1) 2 Offset 128 135 MemberDecorate 12(MyBuffer1) 3 Offset 144 136 MemberDecorate 13(MyBuffer2) 0 ColMajor 137 MemberDecorate 13(MyBuffer2) 0 Offset 0 138 MemberDecorate 13(MyBuffer2) 0 MatrixStride 16 139 MemberDecorate 13(MyBuffer2) 1 Offset 64 140 MemberDecorate 14(Example) 0 Offset 0 141 MemberDecorate 14(Example) 1 Offset 160 142 MemberDecorate 14(Example) 2 RowMajor 143 MemberDecorate 14(Example) 2 Offset 240 144 MemberDecorate 14(Example) 2 MatrixStride 16 145 Decorate 14(Example) Block 146 Decorate 16 DescriptorSet 0 147 Decorate 16 Binding 0 148 Decorate 37(@entryPointOutput) Location 0 149 2: TypeVoid 150 3: TypeFunction 2 151 6: TypeFloat 32 152 7: TypeVector 6(float) 4 153 8: TypeFunction 7(fvec4) 154 11: TypeMatrix 7(fvec4) 4 155 12(MyBuffer1): TypeStruct 11 11 7(fvec4) 6(float) 156 13(MyBuffer2): TypeStruct 11 7(fvec4) 157 14(Example): TypeStruct 12(MyBuffer1) 13(MyBuffer2) 11 158 15: TypePointer Uniform 14(Example) 159 16: 15(ptr) Variable Uniform 160 17: TypeInt 32 1 161 18: 17(int) Constant 0 162 19: 17(int) Constant 2 163 20: TypePointer Uniform 7(fvec4) 164 23: TypePointer Uniform 11 165 27: 17(int) Constant 1 166 36: TypePointer Output 7(fvec4) 167 37(@entryPointOutput): 36(ptr) Variable Output 168 4(main): 2 Function None 3 169 5: Label 170 38: 7(fvec4) FunctionCall 9(@main() 171 Store 37(@entryPointOutput) 38 172 Return 173 FunctionEnd 174 9(@main(): 7(fvec4) Function None 8 175 10: Label 176 21: 20(ptr) AccessChain 16 18 19 177 22: 7(fvec4) Load 21 178 24: 23(ptr) AccessChain 16 18 18 179 25: 11 Load 24 180 26: 7(fvec4) VectorTimesMatrix 22 25 181 28: 20(ptr) AccessChain 16 27 27 182 29: 7(fvec4) Load 28 183 30: 23(ptr) AccessChain 16 27 18 184 31: 11 Load 30 185 32: 7(fvec4) VectorTimesMatrix 29 31 186 33: 7(fvec4) FAdd 26 32 187 ReturnValue 33 188 FunctionEnd 189