2 WARNING: 0:5: 'register' : ignoring shader_profile
3 WARNING: 0:6: 'register' : ignoring shader_profile
6 gl_FragCoord origin is upper left
8 0:9 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float)
9 0:9 Function Parameters:
10 0:9 'input' ( in 4-component vector of float)
12 0:10 Branch: Return with expression
13 0:10 component-wise multiply ( temp 4-component vector of float)
14 0:10 'input' ( in 4-component vector of float)
15 0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
16 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
20 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
23 Linked fragment stage:
25 WARNING: Linking fragment stage: Entry point not found
28 gl_FragCoord origin is upper left
30 0:9 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float)
31 0:9 Function Parameters:
32 0:9 'input' ( in 4-component vector of float)
34 0:10 Branch: Return with expression
35 0:10 component-wise multiply ( temp 4-component vector of float)
36 0:10 'input' ( in 4-component vector of float)
37 0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
38 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
42 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
44 // Module Version 10000
45 // Generated by (magic number): 80001
46 // Id's are bound by 26
49 1: ExtInstImport "GLSL.std.450"
50 MemoryModel Logical GLSL450
51 EntryPoint Fragment 4 "PixelShaderFunction"
52 ExecutionMode 4 OriginUpperLeft
53 Name 4 "PixelShaderFunction"
54 Name 11 "ShaderFunction(vf4;"
57 MemberName 15($Global) 0 "AmbientColor"
58 MemberName 15($Global) 1 "ff1"
59 MemberName 15($Global) 2 "ff2"
60 MemberName 15($Global) 3 "ff3"
61 MemberName 15($Global) 4 "ff4"
63 MemberDecorate 15($Global) 0 Offset 0
64 MemberDecorate 15($Global) 1 Offset 16
65 MemberDecorate 15($Global) 2 Offset 20
66 MemberDecorate 15($Global) 3 Offset 32
67 MemberDecorate 15($Global) 4 Offset 48
68 Decorate 15($Global) Block
69 Decorate 17 DescriptorSet 0
73 7: TypeVector 6(float) 4
74 8: TypePointer Function 7(fvec4)
75 9: TypeFunction 7(fvec4) 8(ptr)
77 15($Global): TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4)
78 16: TypePointer Uniform 15($Global)
79 17: 16(ptr) Variable Uniform
81 19: 18(int) Constant 0
82 20: TypePointer Uniform 7(fvec4)
83 4(PixelShaderFunction): 2 Function None 3
87 11(ShaderFunction(vf4;): 7(fvec4) Function None 9
88 10(input): 8(ptr) FunctionParameter
90 13: 7(fvec4) Load 10(input)
91 21: 20(ptr) AccessChain 17 19
93 23: 7(fvec4) FMul 13 22