--- /dev/null
+vk.relaxed.changeSet.vert
+Shader version: 460
+0:? Sequence
+0:11 Function Definition: main( ( global void)
+0:11 Function Parameters:
+0:13 Sequence
+0:13 move second child to first child ( temp highp 4-component vector of float)
+0:13 'Color' ( smooth out highp 4-component vector of float)
+0:13 'aColor' ( in highp 4-component vector of float)
+0:14 move second child to first child ( temp highp 2-component vector of float)
+0:14 'UV' ( smooth out highp 2-component vector of float)
+0:14 'aUV' ( in highp 2-component vector of float)
+0:15 move second child to first child ( temp highp 4-component vector of float)
+0:15 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
+0:15 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
+0:15 Constant:
+0:15 0 (const uint)
+0:15 matrix-times-vector ( temp highp 4-component vector of float)
+0:15 projectionMatrix: direct index for structure ( uniform highp 4X4 matrix of float)
+0:15 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4X4 matrix of float projectionMatrix})
+0:15 Constant:
+0:15 0 (const uint)
+0:15 Construct vec4 ( temp highp 4-component vector of float)
+0:15 'aPos' ( in highp 2-component vector of float)
+0:15 Constant:
+0:15 0.000000
+0:15 Constant:
+0:15 1.000000
+0:? Linker Objects
+0:? 'aPos' ( in highp 2-component vector of float)
+0:? 'aUV' ( in highp 2-component vector of float)
+0:? 'aColor' ( in highp 4-component vector of float)
+0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4X4 matrix of float projectionMatrix})
+0:? 'Color' ( smooth out highp 4-component vector of float)
+0:? 'UV' ( smooth out highp 2-component vector of float)
+0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
+0:? 'gl_VertexID' ( in int VertexIndex)
+0:? 'gl_InstanceID' ( in int InstanceIndex)
+
+vk.relaxed.changeSet.frag
+Shader version: 460
+gl_FragCoord origin is upper left
+0:? Sequence
+0:10 Function Definition: main( ( global void)
+0:10 Function Parameters:
+0:12 Sequence
+0:12 move second child to first child ( temp highp 4-component vector of float)
+0:12 'fragColor' (layout( location=0) out highp 4-component vector of float)
+0:12 vector-scale ( temp highp 4-component vector of float)
+0:12 'Color' ( smooth in highp 4-component vector of float)
+0:12 direct index ( temp highp float)
+0:12 texture ( global highp 4-component vector of float)
+0:12 'sTexture' ( uniform highp sampler2D)
+0:12 vector swizzle ( temp highp 2-component vector of float)
+0:12 'UV' ( smooth in highp 2-component vector of float)
+0:12 Sequence
+0:12 Constant:
+0:12 0 (const int)
+0:12 Constant:
+0:12 1 (const int)
+0:12 Constant:
+0:12 0 (const int)
+0:? Linker Objects
+0:? 'fragColor' (layout( location=0) out highp 4-component vector of float)
+0:? 'sTexture' ( uniform highp sampler2D)
+0:? 'Color' ( smooth in highp 4-component vector of float)
+0:? 'UV' ( smooth in highp 2-component vector of float)
+
+
+Linked vertex stage:
+
+
+Linked fragment stage:
+
+
+Shader version: 460
+0:? Sequence
+0:11 Function Definition: main( ( global void)
+0:11 Function Parameters:
+0:13 Sequence
+0:13 move second child to first child ( temp highp 4-component vector of float)
+0:13 'Color' ( smooth out highp 4-component vector of float)
+0:13 'aColor' ( in highp 4-component vector of float)
+0:14 move second child to first child ( temp highp 2-component vector of float)
+0:14 'UV' ( smooth out highp 2-component vector of float)
+0:14 'aUV' ( in highp 2-component vector of float)
+0:15 move second child to first child ( temp highp 4-component vector of float)
+0:15 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
+0:15 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
+0:15 Constant:
+0:15 0 (const uint)
+0:15 matrix-times-vector ( temp highp 4-component vector of float)
+0:15 projectionMatrix: direct index for structure ( uniform highp 4X4 matrix of float)
+0:15 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4X4 matrix of float projectionMatrix})
+0:15 Constant:
+0:15 0 (const uint)
+0:15 Construct vec4 ( temp highp 4-component vector of float)
+0:15 'aPos' ( in highp 2-component vector of float)
+0:15 Constant:
+0:15 0.000000
+0:15 Constant:
+0:15 1.000000
+0:? Linker Objects
+0:? 'aPos' ( in highp 2-component vector of float)
+0:? 'aUV' ( in highp 2-component vector of float)
+0:? 'aColor' ( in highp 4-component vector of float)
+0:? 'anon@0' (layout( column_major std140) uniform block{ uniform highp 4X4 matrix of float projectionMatrix})
+0:? 'Color' ( smooth out highp 4-component vector of float)
+0:? 'UV' ( smooth out highp 2-component vector of float)
+0:? 'anon@1' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
+0:? 'gl_VertexID' ( in int VertexIndex)
+0:? 'gl_InstanceID' ( in int InstanceIndex)
+Shader version: 460
+gl_FragCoord origin is upper left
+0:? Sequence
+0:10 Function Definition: main( ( global void)
+0:10 Function Parameters:
+0:12 Sequence
+0:12 move second child to first child ( temp highp 4-component vector of float)
+0:12 'fragColor' (layout( location=0) out highp 4-component vector of float)
+0:12 vector-scale ( temp highp 4-component vector of float)
+0:12 'Color' ( smooth in highp 4-component vector of float)
+0:12 direct index ( temp highp float)
+0:12 texture ( global highp 4-component vector of float)
+0:12 'sTexture' ( uniform highp sampler2D)
+0:12 vector swizzle ( temp highp 2-component vector of float)
+0:12 'UV' ( smooth in highp 2-component vector of float)
+0:12 Sequence
+0:12 Constant:
+0:12 0 (const int)
+0:12 Constant:
+0:12 1 (const int)
+0:12 Constant:
+0:12 0 (const int)
+0:? Linker Objects
+0:? 'fragColor' (layout( location=0) out highp 4-component vector of float)
+0:? 'sTexture' ( uniform highp sampler2D)
+0:? 'Color' ( smooth in highp 4-component vector of float)
+0:? 'UV' ( smooth in highp 2-component vector of float)
+
+// Module Version 10000
+// Generated by (magic number): 8000a
+// Id's are bound by 46
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Vertex 4 "main" 9 11 15 17 24 34 44 45
+ Source GLSL 460
+ Name 4 "main"
+ Name 9 "Color"
+ Name 11 "aColor"
+ Name 15 "UV"
+ Name 17 "aUV"
+ Name 22 "gl_PerVertex"
+ MemberName 22(gl_PerVertex) 0 "gl_Position"
+ MemberName 22(gl_PerVertex) 1 "gl_PointSize"
+ MemberName 22(gl_PerVertex) 2 "gl_ClipDistance"
+ MemberName 22(gl_PerVertex) 3 "gl_CullDistance"
+ Name 24 ""
+ Name 28 "gl_DefaultUniformBlock"
+ MemberName 28(gl_DefaultUniformBlock) 0 "projectionMatrix"
+ Name 30 ""
+ Name 34 "aPos"
+ Name 44 "gl_VertexID"
+ Name 45 "gl_InstanceID"
+ Decorate 9(Color) Location 0
+ Decorate 11(aColor) Location 2
+ Decorate 15(UV) Location 1
+ Decorate 17(aUV) Location 1
+ MemberDecorate 22(gl_PerVertex) 0 BuiltIn Position
+ MemberDecorate 22(gl_PerVertex) 1 BuiltIn PointSize
+ MemberDecorate 22(gl_PerVertex) 2 BuiltIn ClipDistance
+ MemberDecorate 22(gl_PerVertex) 3 BuiltIn CullDistance
+ Decorate 22(gl_PerVertex) Block
+ MemberDecorate 28(gl_DefaultUniformBlock) 0 ColMajor
+ MemberDecorate 28(gl_DefaultUniformBlock) 0 Offset 0
+ MemberDecorate 28(gl_DefaultUniformBlock) 0 MatrixStride 16
+ Decorate 28(gl_DefaultUniformBlock) Block
+ Decorate 30 DescriptorSet 0
+ Decorate 30 Binding 0
+ Decorate 34(aPos) Location 0
+ Decorate 44(gl_VertexID) BuiltIn VertexIndex
+ Decorate 45(gl_InstanceID) BuiltIn InstanceIndex
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeVector 6(float) 4
+ 8: TypePointer Output 7(fvec4)
+ 9(Color): 8(ptr) Variable Output
+ 10: TypePointer Input 7(fvec4)
+ 11(aColor): 10(ptr) Variable Input
+ 13: TypeVector 6(float) 2
+ 14: TypePointer Output 13(fvec2)
+ 15(UV): 14(ptr) Variable Output
+ 16: TypePointer Input 13(fvec2)
+ 17(aUV): 16(ptr) Variable Input
+ 19: TypeInt 32 0
+ 20: 19(int) Constant 1
+ 21: TypeArray 6(float) 20
+22(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 21 21
+ 23: TypePointer Output 22(gl_PerVertex)
+ 24: 23(ptr) Variable Output
+ 25: TypeInt 32 1
+ 26: 25(int) Constant 0
+ 27: TypeMatrix 7(fvec4) 4
+28(gl_DefaultUniformBlock): TypeStruct 27
+ 29: TypePointer Uniform 28(gl_DefaultUniformBlock)
+ 30: 29(ptr) Variable Uniform
+ 31: TypePointer Uniform 27
+ 34(aPos): 16(ptr) Variable Input
+ 36: 6(float) Constant 0
+ 37: 6(float) Constant 1065353216
+ 43: TypePointer Input 25(int)
+ 44(gl_VertexID): 43(ptr) Variable Input
+45(gl_InstanceID): 43(ptr) Variable Input
+ 4(main): 2 Function None 3
+ 5: Label
+ 12: 7(fvec4) Load 11(aColor)
+ Store 9(Color) 12
+ 18: 13(fvec2) Load 17(aUV)
+ Store 15(UV) 18
+ 32: 31(ptr) AccessChain 30 26
+ 33: 27 Load 32
+ 35: 13(fvec2) Load 34(aPos)
+ 38: 6(float) CompositeExtract 35 0
+ 39: 6(float) CompositeExtract 35 1
+ 40: 7(fvec4) CompositeConstruct 38 39 36 37
+ 41: 7(fvec4) MatrixTimesVector 33 40
+ 42: 8(ptr) AccessChain 24 26
+ Store 42 41
+ Return
+ FunctionEnd
+// Module Version 10000
+// Generated by (magic number): 8000a
+// Id's are bound by 27
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 9 11 20
+ ExecutionMode 4 OriginUpperLeft
+ Source GLSL 460
+ Name 4 "main"
+ Name 9 "fragColor"
+ Name 11 "Color"
+ Name 16 "sTexture"
+ Name 20 "UV"
+ Decorate 9(fragColor) Location 0
+ Decorate 11(Color) Location 0
+ Decorate 16(sTexture) DescriptorSet 1
+ Decorate 16(sTexture) Binding 0
+ Decorate 20(UV) Location 1
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeVector 6(float) 4
+ 8: TypePointer Output 7(fvec4)
+ 9(fragColor): 8(ptr) Variable Output
+ 10: TypePointer Input 7(fvec4)
+ 11(Color): 10(ptr) Variable Input
+ 13: TypeImage 6(float) 2D sampled format:Unknown
+ 14: TypeSampledImage 13
+ 15: TypePointer UniformConstant 14
+ 16(sTexture): 15(ptr) Variable UniformConstant
+ 18: TypeVector 6(float) 2
+ 19: TypePointer Input 18(fvec2)
+ 20(UV): 19(ptr) Variable Input
+ 23: TypeInt 32 0
+ 24: 23(int) Constant 0
+ 4(main): 2 Function None 3
+ 5: Label
+ 12: 7(fvec4) Load 11(Color)
+ 17: 14 Load 16(sTexture)
+ 21: 18(fvec2) Load 20(UV)
+ 22: 7(fvec4) ImageSampleImplicitLod 17 21
+ 25: 6(float) CompositeExtract 22 0
+ 26: 7(fvec4) VectorTimesScalar 12 25
+ Store 9(fragColor) 26
+ Return
+ FunctionEnd