--- /dev/null
+hlsl.matpack-1.frag
+Shader version: 500
+gl_FragCoord origin is upper left
+0:? Sequence
+0:23 Function Definition: @main( ( temp 4-component vector of float)
+0:23 Function Parameters:
+0:? Sequence
+0:25 Branch: Return with expression
+0:24 add ( temp 4-component vector of float)
+0:24 vector-times-matrix ( temp 4-component vector of float)
+0:24 vec1: direct index for structure ( temp 4-component vector of float)
+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})
+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})
+0:24 Constant:
+0:24 0 (const uint)
+0:24 Constant:
+0:24 2 (const int)
+0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
+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})
+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})
+0:24 Constant:
+0:24 0 (const uint)
+0:24 Constant:
+0:24 0 (const int)
+0:25 vector-times-matrix ( temp 4-component vector of float)
+0:25 vec1: direct index for structure ( temp 4-component vector of float)
+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})
+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})
+0:25 Constant:
+0:25 1 (const uint)
+0:25 Constant:
+0:25 1 (const int)
+0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float)
+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})
+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})
+0:25 Constant:
+0:25 1 (const uint)
+0:25 Constant:
+0:25 0 (const int)
+0:23 Function Definition: main( ( temp void)
+0:23 Function Parameters:
+0:? Sequence
+0:23 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:23 Function Call: @main( ( temp 4-component vector of float)
+0:? Linker Objects
+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})
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+
+
+Linked fragment stage:
+
+
+Shader version: 500
+gl_FragCoord origin is upper left
+0:? Sequence
+0:23 Function Definition: @main( ( temp 4-component vector of float)
+0:23 Function Parameters:
+0:? Sequence
+0:25 Branch: Return with expression
+0:24 add ( temp 4-component vector of float)
+0:24 vector-times-matrix ( temp 4-component vector of float)
+0:24 vec1: direct index for structure ( temp 4-component vector of float)
+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})
+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})
+0:24 Constant:
+0:24 0 (const uint)
+0:24 Constant:
+0:24 2 (const int)
+0:24 mat1: direct index for structure (layout( row_major) temp 4X4 matrix of float)
+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})
+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})
+0:24 Constant:
+0:24 0 (const uint)
+0:24 Constant:
+0:24 0 (const int)
+0:25 vector-times-matrix ( temp 4-component vector of float)
+0:25 vec1: direct index for structure ( temp 4-component vector of float)
+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})
+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})
+0:25 Constant:
+0:25 1 (const uint)
+0:25 Constant:
+0:25 1 (const int)
+0:25 mat1: direct index for structure (layout( column_major) temp 4X4 matrix of float)
+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})
+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})
+0:25 Constant:
+0:25 1 (const uint)
+0:25 Constant:
+0:25 0 (const int)
+0:23 Function Definition: main( ( temp void)
+0:23 Function Parameters:
+0:? Sequence
+0:23 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:23 Function Call: @main( ( temp 4-component vector of float)
+0:? Linker Objects
+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})
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 39
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 37
+ ExecutionMode 4 OriginUpperLeft
+ Source HLSL 500
+ Name 4 "main"
+ Name 9 "@main("
+ Name 12 "MyBuffer1"
+ MemberName 12(MyBuffer1) 0 "mat1"
+ MemberName 12(MyBuffer1) 1 "mat2"
+ MemberName 12(MyBuffer1) 2 "vec1"
+ MemberName 12(MyBuffer1) 3 "foo"
+ Name 13 "MyBuffer2"
+ MemberName 13(MyBuffer2) 0 "mat1"
+ MemberName 13(MyBuffer2) 1 "vec1"
+ Name 14 "Example"
+ MemberName 14(Example) 0 "g_MyBuffer1"
+ MemberName 14(Example) 1 "g_MyBuffer2"
+ MemberName 14(Example) 2 "mat1a"
+ Name 16 ""
+ Name 37 "@entryPointOutput"
+ MemberDecorate 12(MyBuffer1) 0 RowMajor
+ MemberDecorate 12(MyBuffer1) 0 Offset 0
+ MemberDecorate 12(MyBuffer1) 0 MatrixStride 16
+ MemberDecorate 12(MyBuffer1) 1 ColMajor
+ MemberDecorate 12(MyBuffer1) 1 Offset 64
+ MemberDecorate 12(MyBuffer1) 1 MatrixStride 16
+ MemberDecorate 12(MyBuffer1) 2 Offset 128
+ MemberDecorate 12(MyBuffer1) 3 Offset 144
+ MemberDecorate 13(MyBuffer2) 0 ColMajor
+ MemberDecorate 13(MyBuffer2) 0 Offset 0
+ MemberDecorate 13(MyBuffer2) 0 MatrixStride 16
+ MemberDecorate 13(MyBuffer2) 1 Offset 64
+ MemberDecorate 14(Example) 0 Offset 0
+ MemberDecorate 14(Example) 1 Offset 160
+ MemberDecorate 14(Example) 2 RowMajor
+ MemberDecorate 14(Example) 2 Offset 240
+ MemberDecorate 14(Example) 2 MatrixStride 16
+ Decorate 14(Example) Block
+ Decorate 16 DescriptorSet 0
+ Decorate 37(@entryPointOutput) Location 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeVector 6(float) 4
+ 8: TypeFunction 7(fvec4)
+ 11: TypeMatrix 7(fvec4) 4
+ 12(MyBuffer1): TypeStruct 11 11 7(fvec4) 6(float)
+ 13(MyBuffer2): TypeStruct 11 7(fvec4)
+ 14(Example): TypeStruct 12(MyBuffer1) 13(MyBuffer2) 11
+ 15: TypePointer Uniform 14(Example)
+ 16: 15(ptr) Variable Uniform
+ 17: TypeInt 32 1
+ 18: 17(int) Constant 0
+ 19: 17(int) Constant 2
+ 20: TypePointer Uniform 7(fvec4)
+ 23: TypePointer Uniform 11
+ 27: 17(int) Constant 1
+ 36: TypePointer Output 7(fvec4)
+37(@entryPointOutput): 36(ptr) Variable Output
+ 4(main): 2 Function None 3
+ 5: Label
+ 38: 7(fvec4) FunctionCall 9(@main()
+ Store 37(@entryPointOutput) 38
+ Return
+ FunctionEnd
+ 9(@main(): 7(fvec4) Function None 8
+ 10: Label
+ 21: 20(ptr) AccessChain 16 18 19
+ 22: 7(fvec4) Load 21
+ 24: 23(ptr) AccessChain 16 18 18
+ 25: 11 Load 24
+ 26: 7(fvec4) VectorTimesMatrix 22 25
+ 28: 20(ptr) AccessChain 16 27 27
+ 29: 7(fvec4) Load 28
+ 30: 23(ptr) AccessChain 16 27 18
+ 31: 11 Load 30
+ 32: 7(fvec4) VectorTimesMatrix 29 31
+ 33: 7(fvec4) FAdd 26 32
+ ReturnValue 33
+ FunctionEnd
0:15 3 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
-0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
+0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'f' (layout( location=0) out float)
0:? 'g' (layout( location=1) out float)
0:? 'd' ( out float FragDepth)
0:15 3 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
-0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
+0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'f' (layout( location=0) out float)
0:? 'g' (layout( location=1) out float)
0:? 'd' ( out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
-// Id's are bound by 66
+// Id's are bound by 65
Capability Shader
1: ExtInstImport "GLSL.std.450"
Name 59 "$Global"
MemberName 59($Global) 0 "s"
Name 61 ""
- Name 62 "T"
- MemberName 62(T) 0 "f"
- MemberName 62(T) 1 "g"
- MemberName 62(T) 2 "d"
- MemberName 62(T) 3 "normal"
- Name 63 "buff"
- MemberName 63(buff) 0 "t"
- Name 65 ""
+ Name 62 "buff"
+ MemberName 62(buff) 0 "t"
+ Name 64 ""
Decorate 22(f) Location 0
Decorate 27(g) Centroid
Decorate 27(g) Location 1
MemberDecorate 59($Global) 0 Offset 0
Decorate 59($Global) Block
Decorate 61 DescriptorSet 0
- MemberDecorate 62(T) 0 Offset 0
- MemberDecorate 62(T) 1 Offset 4
- MemberDecorate 62(T) 2 Offset 8
- MemberDecorate 62(T) 3 Offset 16
- MemberDecorate 63(buff) 0 Offset 96
- Decorate 63(buff) Block
- Decorate 65 DescriptorSet 0
+ MemberDecorate 62(buff) 0 Offset 96
+ Decorate 62(buff) Block
+ Decorate 64 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
59($Global): TypeStruct 58(T)
60: TypePointer Uniform 59($Global)
61: 60(ptr) Variable Uniform
- 62(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
- 63(buff): TypeStruct 62(T)
- 64: TypePointer Uniform 63(buff)
- 65: 64(ptr) Variable Uniform
+ 62(buff): TypeStruct 58(T)
+ 63: TypePointer Uniform 62(buff)
+ 64: 63(ptr) Variable Uniform
4(main): 2 Function None 3
5: Label
18(t): 9(ptr) Variable Function