--- /dev/null
+hlsl.texturebuffer.frag
+Shader version: 500
+gl_FragCoord origin is upper left
+0:? Sequence
+0:15 Function Definition: @main(vf4; ( temp 4-component vector of float)
+0:15 Function Parameters:
+0:15 'pos' ( in 4-component vector of float)
+0:? Sequence
+0:16 Branch: Return with expression
+0:16 add ( temp 4-component vector of float)
+0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
+0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
+0:16 Constant:
+0:16 0 (const int)
+0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
+0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
+0:16 Constant:
+0:16 0 (const uint)
+0:15 Function Definition: main( ( temp void)
+0:15 Function Parameters:
+0:? Sequence
+0:15 move second child to first child ( temp 4-component vector of float)
+0:? 'pos' ( temp 4-component vector of float)
+0:? 'pos' ( in 4-component vector of float FragCoord)
+0:15 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:15 Function Call: @main(vf4; ( temp 4-component vector of float)
+0:? 'pos' ( temp 4-component vector of float)
+0:? Linker Objects
+0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
+0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'pos' ( in 4-component vector of float FragCoord)
+
+
+Linked fragment stage:
+
+
+Shader version: 500
+gl_FragCoord origin is upper left
+0:? Sequence
+0:15 Function Definition: @main(vf4; ( temp 4-component vector of float)
+0:15 Function Parameters:
+0:15 'pos' ( in 4-component vector of float)
+0:? Sequence
+0:16 Branch: Return with expression
+0:16 add ( temp 4-component vector of float)
+0:16 f: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
+0:16 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
+0:16 Constant:
+0:16 0 (const int)
+0:16 f2: direct index for structure (layout( row_major std430) buffer 4-component vector of float)
+0:16 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
+0:16 Constant:
+0:16 0 (const uint)
+0:15 Function Definition: main( ( temp void)
+0:15 Function Parameters:
+0:? Sequence
+0:15 move second child to first child ( temp 4-component vector of float)
+0:? 'pos' ( temp 4-component vector of float)
+0:? 'pos' ( in 4-component vector of float FragCoord)
+0:15 move second child to first child ( temp 4-component vector of float)
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:15 Function Call: @main(vf4; ( temp 4-component vector of float)
+0:? 'pos' ( temp 4-component vector of float)
+0:? Linker Objects
+0:? 'TextureBuffer_var' (layout( binding=0 row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f, layout( row_major std430) buffer 4-component vector of int i})
+0:? 'anon@0' (layout( row_major std430) readonly buffer block{layout( row_major std430) buffer 4-component vector of float f2, layout( row_major std430) buffer 4-component vector of int i2})
+0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
+0:? 'pos' ( in 4-component vector of float FragCoord)
+
+// Module Version 10000
+// Generated by (magic number): 80002
+// Id's are bound by 39
+
+ Capability Shader
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 32 35
+ ExecutionMode 4 OriginUpperLeft
+ Source HLSL 500
+ Name 4 "main"
+ Name 11 "@main(vf4;"
+ Name 10 "pos"
+ Name 15 "TextureBuffer_var"
+ MemberName 15(TextureBuffer_var) 0 "f"
+ MemberName 15(TextureBuffer_var) 1 "i"
+ Name 17 "TextureBuffer_var"
+ Name 22 "tbuf2"
+ MemberName 22(tbuf2) 0 "f2"
+ MemberName 22(tbuf2) 1 "i2"
+ Name 24 ""
+ Name 30 "pos"
+ Name 32 "pos"
+ Name 35 "@entryPointOutput"
+ Name 36 "param"
+ MemberDecorate 15(TextureBuffer_var) 0 NonWritable
+ MemberDecorate 15(TextureBuffer_var) 0 Offset 0
+ MemberDecorate 15(TextureBuffer_var) 1 NonWritable
+ MemberDecorate 15(TextureBuffer_var) 1 Offset 16
+ Decorate 15(TextureBuffer_var) BufferBlock
+ Decorate 17(TextureBuffer_var) DescriptorSet 0
+ Decorate 17(TextureBuffer_var) Binding 0
+ MemberDecorate 22(tbuf2) 0 NonWritable
+ MemberDecorate 22(tbuf2) 0 Offset 0
+ MemberDecorate 22(tbuf2) 1 NonWritable
+ MemberDecorate 22(tbuf2) 1 Offset 16
+ Decorate 22(tbuf2) BufferBlock
+ Decorate 24 DescriptorSet 0
+ Decorate 32(pos) BuiltIn FragCoord
+ Decorate 35(@entryPointOutput) Location 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeVector 6(float) 4
+ 8: TypePointer Function 7(fvec4)
+ 9: TypeFunction 7(fvec4) 8(ptr)
+ 13: TypeInt 32 1
+ 14: TypeVector 13(int) 4
+15(TextureBuffer_var): TypeStruct 7(fvec4) 14(ivec4)
+ 16: TypePointer Uniform 15(TextureBuffer_var)
+17(TextureBuffer_var): 16(ptr) Variable Uniform
+ 18: 13(int) Constant 0
+ 19: TypePointer Uniform 7(fvec4)
+ 22(tbuf2): TypeStruct 7(fvec4) 14(ivec4)
+ 23: TypePointer Uniform 22(tbuf2)
+ 24: 23(ptr) Variable Uniform
+ 31: TypePointer Input 7(fvec4)
+ 32(pos): 31(ptr) Variable Input
+ 34: TypePointer Output 7(fvec4)
+35(@entryPointOutput): 34(ptr) Variable Output
+ 4(main): 2 Function None 3
+ 5: Label
+ 30(pos): 8(ptr) Variable Function
+ 36(param): 8(ptr) Variable Function
+ 33: 7(fvec4) Load 32(pos)
+ Store 30(pos) 33
+ 37: 7(fvec4) Load 30(pos)
+ Store 36(param) 37
+ 38: 7(fvec4) FunctionCall 11(@main(vf4;) 36(param)
+ Store 35(@entryPointOutput) 38
+ Return
+ FunctionEnd
+ 11(@main(vf4;): 7(fvec4) Function None 9
+ 10(pos): 8(ptr) FunctionParameter
+ 12: Label
+ 20: 19(ptr) AccessChain 17(TextureBuffer_var) 18
+ 21: 7(fvec4) Load 20
+ 25: 19(ptr) AccessChain 24 18
+ 26: 7(fvec4) Load 25
+ 27: 7(fvec4) FAdd 21 26
+ ReturnValue 27
+ FunctionEnd