1 hlsl.struct.frag 2 WARNING: 0:26: 'register' : ignoring shader_profile 3 WARNING: 0:27: 'register' : ignoring shader_profile 4 WARNING: 0:30: 'register' : ignoring shader_profile 5 6 Shader version: 500 7 gl_FragCoord origin is upper left 8 0:? Sequence 9 0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 10 0:40 Function Parameters: 11 0:40 'input' ( in 4-component vector of float) 12 0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 13 0:? Sequence 14 0:45 Compare Equal ( temp bool) 15 0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) 16 0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) 17 0:46 move second child to first child ( temp 4-component vector of float) 18 0:46 i: direct index for structure ( temp 4-component vector of float) 19 0:46 's2' ( global structure{ temp 4-component vector of float i}) 20 0:46 Constant: 21 0:46 0 (const int) 22 0:46 ff4: direct index for structure ( temp 4-component vector of float) 23 0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 24 0:46 Constant: 25 0:46 7 (const int) 26 0:50 move second child to first child ( temp structure{}) 27 0:50 'e' ( temp structure{}) 28 0:50 e: direct index for structure ( temp structure{}) 29 0:50 'ce' ( temp structure{ temp structure{} e}) 30 0:50 Constant: 31 0:50 0 (const int) 32 0:52 Branch: Return with expression 33 0:52 'input' ( in 4-component vector of float) 34 0:40 Function Definition: PixelShaderFunction( ( temp void) 35 0:40 Function Parameters: 36 0:? Sequence 37 0:40 move second child to first child ( temp 4-component vector of float) 38 0:? 'input' ( temp 4-component vector of float) 39 0:? 'input' (layout( location=0) in 4-component vector of float) 40 0:40 Sequence 41 0:40 move second child to first child ( temp 4-component vector of float) 42 0:40 a: direct index for structure ( temp 4-component vector of float) 43 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 44 0:40 Constant: 45 0:40 0 (const int) 46 0:? 's.a' (layout( location=1) smooth in 4-component vector of float) 47 0:40 move second child to first child ( temp bool) 48 0:40 b: direct index for structure ( temp bool) 49 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 50 0:40 Constant: 51 0:40 1 (const int) 52 0:? 's.b' (layout( location=2) flat in bool) 53 0:40 move second child to first child ( temp 1-component vector of float) 54 0:40 c: direct index for structure ( temp 1-component vector of float) 55 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 56 0:40 Constant: 57 0:40 2 (const int) 58 0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float) 59 0:40 move second child to first child ( temp 2-component vector of float) 60 0:40 d: direct index for structure ( temp 2-component vector of float) 61 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 62 0:40 Constant: 63 0:40 3 (const int) 64 0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float) 65 0:40 move second child to first child ( temp bool) 66 0:40 ff1: direct index for structure ( temp bool) 67 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 68 0:40 Constant: 69 0:40 4 (const int) 70 0:? 's.ff1' ( flat in bool Face) 71 0:40 move second child to first child ( temp bool) 72 0:40 ff2: direct index for structure ( temp bool) 73 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 74 0:40 Constant: 75 0:40 5 (const int) 76 0:? 's.ff2' (layout( location=5) flat in bool) 77 0:40 move second child to first child ( temp bool) 78 0:40 ff3: direct index for structure ( temp bool) 79 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 80 0:40 Constant: 81 0:40 6 (const int) 82 0:? 's.ff3' (layout( location=6) flat in bool) 83 0:40 move second child to first child ( temp 4-component vector of float) 84 0:40 ff4: direct index for structure ( temp 4-component vector of float) 85 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 86 0:40 Constant: 87 0:40 7 (const int) 88 0:? 's.ff4' (layout( location=7) in 4-component vector of float) 89 0:40 move second child to first child ( temp 4-component vector of float) 90 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 91 0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 92 0:? 'input' ( temp 4-component vector of float) 93 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 94 0:? Linker Objects 95 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) 96 0:? 's2' ( global structure{ temp 4-component vector of float i}) 97 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 98 0:? 'input' (layout( location=0) in 4-component vector of float) 99 0:? 's.ff1' ( flat in bool Face) 100 0:? 's.a' (layout( location=1) smooth in 4-component vector of float) 101 0:? 's.b' (layout( location=2) flat in bool) 102 0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float) 103 0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float) 104 0:? 's.ff2' (layout( location=5) flat in bool) 105 0:? 's.ff3' (layout( location=6) flat in bool) 106 0:? 's.ff4' (layout( location=7) in 4-component vector of float) 107 108 109 Linked fragment stage: 110 111 112 Shader version: 500 113 gl_FragCoord origin is upper left 114 0:? Sequence 115 0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 116 0:40 Function Parameters: 117 0:40 'input' ( in 4-component vector of float) 118 0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 119 0:? Sequence 120 0:45 Compare Equal ( temp bool) 121 0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) 122 0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) 123 0:46 move second child to first child ( temp 4-component vector of float) 124 0:46 i: direct index for structure ( temp 4-component vector of float) 125 0:46 's2' ( global structure{ temp 4-component vector of float i}) 126 0:46 Constant: 127 0:46 0 (const int) 128 0:46 ff4: direct index for structure ( temp 4-component vector of float) 129 0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 130 0:46 Constant: 131 0:46 7 (const int) 132 0:50 move second child to first child ( temp structure{}) 133 0:50 'e' ( temp structure{}) 134 0:50 e: direct index for structure ( temp structure{}) 135 0:50 'ce' ( temp structure{ temp structure{} e}) 136 0:50 Constant: 137 0:50 0 (const int) 138 0:52 Branch: Return with expression 139 0:52 'input' ( in 4-component vector of float) 140 0:40 Function Definition: PixelShaderFunction( ( temp void) 141 0:40 Function Parameters: 142 0:? Sequence 143 0:40 move second child to first child ( temp 4-component vector of float) 144 0:? 'input' ( temp 4-component vector of float) 145 0:? 'input' (layout( location=0) in 4-component vector of float) 146 0:40 Sequence 147 0:40 move second child to first child ( temp 4-component vector of float) 148 0:40 a: direct index for structure ( temp 4-component vector of float) 149 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 150 0:40 Constant: 151 0:40 0 (const int) 152 0:? 's.a' (layout( location=1) smooth in 4-component vector of float) 153 0:40 move second child to first child ( temp bool) 154 0:40 b: direct index for structure ( temp bool) 155 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 156 0:40 Constant: 157 0:40 1 (const int) 158 0:? 's.b' (layout( location=2) flat in bool) 159 0:40 move second child to first child ( temp 1-component vector of float) 160 0:40 c: direct index for structure ( temp 1-component vector of float) 161 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 162 0:40 Constant: 163 0:40 2 (const int) 164 0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float) 165 0:40 move second child to first child ( temp 2-component vector of float) 166 0:40 d: direct index for structure ( temp 2-component vector of float) 167 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 168 0:40 Constant: 169 0:40 3 (const int) 170 0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float) 171 0:40 move second child to first child ( temp bool) 172 0:40 ff1: direct index for structure ( temp bool) 173 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 174 0:40 Constant: 175 0:40 4 (const int) 176 0:? 's.ff1' ( flat in bool Face) 177 0:40 move second child to first child ( temp bool) 178 0:40 ff2: direct index for structure ( temp bool) 179 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 180 0:40 Constant: 181 0:40 5 (const int) 182 0:? 's.ff2' (layout( location=5) flat in bool) 183 0:40 move second child to first child ( temp bool) 184 0:40 ff3: direct index for structure ( temp bool) 185 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 186 0:40 Constant: 187 0:40 6 (const int) 188 0:? 's.ff3' (layout( location=6) flat in bool) 189 0:40 move second child to first child ( temp 4-component vector of float) 190 0:40 ff4: direct index for structure ( temp 4-component vector of float) 191 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 192 0:40 Constant: 193 0:40 7 (const int) 194 0:? 's.ff4' (layout( location=7) in 4-component vector of float) 195 0:40 move second child to first child ( temp 4-component vector of float) 196 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 197 0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 198 0:? 'input' ( temp 4-component vector of float) 199 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 200 0:? Linker Objects 201 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) 202 0:? 's2' ( global structure{ temp 4-component vector of float i}) 203 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 204 0:? 'input' (layout( location=0) in 4-component vector of float) 205 0:? 's.ff1' ( flat in bool Face) 206 0:? 's.a' (layout( location=1) smooth in 4-component vector of float) 207 0:? 's.b' (layout( location=2) flat in bool) 208 0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float) 209 0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float) 210 0:? 's.ff2' (layout( location=5) flat in bool) 211 0:? 's.ff3' (layout( location=6) flat in bool) 212 0:? 's.ff4' (layout( location=7) in 4-component vector of float) 213 214 Validation failed 215 // Module Version 10000 216 // Generated by (magic number): 80007 217 // Id's are bound by 102 218 219 Capability Shader 220 1: ExtInstImport "GLSL.std.450" 221 MemoryModel Logical GLSL450 222 EntryPoint Fragment 4 "PixelShaderFunction" 51 54 59 65 71 76 80 84 87 91 223 ExecutionMode 4 OriginUpperLeft 224 Source HLSL 500 225 Name 4 "PixelShaderFunction" 226 Name 11 "IN_S" 227 MemberName 11(IN_S) 0 "a" 228 MemberName 11(IN_S) 1 "b" 229 MemberName 11(IN_S) 2 "c" 230 MemberName 11(IN_S) 3 "d" 231 MemberName 11(IN_S) 4 "ff1" 232 MemberName 11(IN_S) 5 "ff2" 233 MemberName 11(IN_S) 6 "ff3" 234 MemberName 11(IN_S) 7 "ff4" 235 Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;" 236 Name 14 "input" 237 Name 15 "s" 238 Name 19 "FS" 239 MemberName 19(FS) 0 "b3" 240 Name 21 "s3" 241 Name 28 "" 242 MemberName 28 0 "i" 243 Name 30 "s2" 244 Name 38 "empty" 245 Name 40 "e" 246 Name 41 "containEmpty" 247 MemberName 41(containEmpty) 0 "e" 248 Name 43 "ce" 249 Name 49 "input" 250 Name 51 "input" 251 Name 53 "s" 252 Name 54 "s.a" 253 Name 59 "s.b" 254 Name 65 "s.c" 255 Name 71 "s.d" 256 Name 76 "s.ff1" 257 Name 80 "s.ff2" 258 Name 84 "s.ff3" 259 Name 87 "s.ff4" 260 Name 91 "@entryPointOutput" 261 Name 92 "param" 262 Name 94 "param" 263 Name 98 "myS" 264 MemberName 98(myS) 0 "b" 265 MemberName 98(myS) 1 "c" 266 MemberName 98(myS) 2 "a" 267 MemberName 98(myS) 3 "d" 268 Name 99 "$Global" 269 MemberName 99($Global) 0 "s1" 270 MemberName 99($Global) 1 "ff5" 271 MemberName 99($Global) 2 "ff6" 272 Name 101 "" 273 Decorate 51(input) Location 0 274 Decorate 54(s.a) Location 1 275 Decorate 59(s.b) Flat 276 Decorate 59(s.b) Location 2 277 Decorate 65(s.c) NoPerspective 278 Decorate 65(s.c) Centroid 279 Decorate 65(s.c) Location 3 280 Decorate 71(s.d) Centroid 281 Decorate 71(s.d) Location 4 282 Decorate 76(s.ff1) Flat 283 Decorate 76(s.ff1) BuiltIn FrontFacing 284 Decorate 80(s.ff2) Flat 285 Decorate 80(s.ff2) Location 5 286 Decorate 84(s.ff3) Flat 287 Decorate 84(s.ff3) Location 6 288 Decorate 87(s.ff4) Location 7 289 Decorate 91(@entryPointOutput) Location 0 290 MemberDecorate 98(myS) 0 Offset 0 291 MemberDecorate 98(myS) 1 Offset 4 292 MemberDecorate 98(myS) 2 Offset 16 293 MemberDecorate 98(myS) 3 Offset 32 294 MemberDecorate 99($Global) 0 Offset 0 295 MemberDecorate 99($Global) 1 Offset 1620 296 MemberDecorate 99($Global) 2 Offset 1636 297 Decorate 99($Global) Block 298 Decorate 101 DescriptorSet 0 299 Decorate 101 Binding 0 300 2: TypeVoid 301 3: TypeFunction 2 302 6: TypeFloat 32 303 7: TypeVector 6(float) 4 304 8: TypePointer Function 7(fvec4) 305 9: TypeBool 306 10: TypeVector 6(float) 2 307 11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4) 308 12: TypePointer Function 11(IN_S) 309 13: TypeFunction 7(fvec4) 8(ptr) 12(ptr) 310 18: TypeVector 9(bool) 3 311 19(FS): TypeStruct 18(bvec3) 312 20: TypePointer Function 19(FS) 313 28: TypeStruct 7(fvec4) 314 29: TypePointer Private 28(struct) 315 30(s2): 29(ptr) Variable Private 316 31: TypeInt 32 1 317 32: 31(int) Constant 0 318 33: 31(int) Constant 7 319 36: TypePointer Private 7(fvec4) 320 38(empty): TypeStruct 321 39: TypePointer Function 38(empty) 322 41(containEmpty): TypeStruct 38(empty) 323 42: TypePointer Function 41(containEmpty) 324 50: TypePointer Input 7(fvec4) 325 51(input): 50(ptr) Variable Input 326 54(s.a): 50(ptr) Variable Input 327 57: 31(int) Constant 1 328 58: TypePointer Input 9(bool) 329 59(s.b): 58(ptr) Variable Input 330 61: TypePointer Function 9(bool) 331 63: 31(int) Constant 2 332 64: TypePointer Input 6(float) 333 65(s.c): 64(ptr) Variable Input 334 67: TypePointer Function 6(float) 335 69: 31(int) Constant 3 336 70: TypePointer Input 10(fvec2) 337 71(s.d): 70(ptr) Variable Input 338 73: TypePointer Function 10(fvec2) 339 75: 31(int) Constant 4 340 76(s.ff1): 58(ptr) Variable Input 341 79: 31(int) Constant 5 342 80(s.ff2): 58(ptr) Variable Input 343 83: 31(int) Constant 6 344 84(s.ff3): 58(ptr) Variable Input 345 87(s.ff4): 50(ptr) Variable Input 346 90: TypePointer Output 7(fvec4) 347 91(@entryPointOutput): 90(ptr) Variable Output 348 97: TypeInt 32 0 349 98(myS): TypeStruct 97(int) 97(int) 7(fvec4) 7(fvec4) 350 99($Global): TypeStruct 98(myS) 6(float) 6(float) 351 100: TypePointer Uniform 99($Global) 352 101: 100(ptr) Variable Uniform 353 4(PixelShaderFunction): 2 Function None 3 354 5: Label 355 49(input): 8(ptr) Variable Function 356 53(s): 12(ptr) Variable Function 357 92(param): 8(ptr) Variable Function 358 94(param): 12(ptr) Variable Function 359 52: 7(fvec4) Load 51(input) 360 Store 49(input) 52 361 55: 7(fvec4) Load 54(s.a) 362 56: 8(ptr) AccessChain 53(s) 32 363 Store 56 55 364 60: 9(bool) Load 59(s.b) 365 62: 61(ptr) AccessChain 53(s) 57 366 Store 62 60 367 66: 6(float) Load 65(s.c) 368 68: 67(ptr) AccessChain 53(s) 63 369 Store 68 66 370 72: 10(fvec2) Load 71(s.d) 371 74: 73(ptr) AccessChain 53(s) 69 372 Store 74 72 373 77: 9(bool) Load 76(s.ff1) 374 78: 61(ptr) AccessChain 53(s) 75 375 Store 78 77 376 81: 9(bool) Load 80(s.ff2) 377 82: 61(ptr) AccessChain 53(s) 79 378 Store 82 81 379 85: 9(bool) Load 84(s.ff3) 380 86: 61(ptr) AccessChain 53(s) 83 381 Store 86 85 382 88: 7(fvec4) Load 87(s.ff4) 383 89: 8(ptr) AccessChain 53(s) 33 384 Store 89 88 385 93: 7(fvec4) Load 49(input) 386 Store 92(param) 93 387 95: 11(IN_S) Load 53(s) 388 Store 94(param) 95 389 96: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 92(param) 94(param) 390 Store 91(@entryPointOutput) 96 391 Return 392 FunctionEnd 393 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13 394 14(input): 8(ptr) FunctionParameter 395 15(s): 12(ptr) FunctionParameter 396 17: Label 397 21(s3): 20(ptr) Variable Function 398 40(e): 39(ptr) Variable Function 399 43(ce): 42(ptr) Variable Function 400 22: 19(FS) Load 21(s3) 401 23: 19(FS) Load 21(s3) 402 24: 18(bvec3) CompositeExtract 22 0 403 25: 18(bvec3) CompositeExtract 23 0 404 26: 18(bvec3) LogicalEqual 24 25 405 27: 9(bool) All 26 406 34: 8(ptr) AccessChain 15(s) 33 407 35: 7(fvec4) Load 34 408 37: 36(ptr) AccessChain 30(s2) 32 409 Store 37 35 410 44: 39(ptr) AccessChain 43(ce) 32 411 45: 38(empty) Load 44 412 Store 40(e) 45 413 46: 7(fvec4) Load 14(input) 414 ReturnValue 46 415 FunctionEnd 416