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iomap.blockOutVariableIn.vert
Shader version: 440
0:? Sequence
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 a1: direct index for structure ( out 4-component vector of float)
0:11 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:11 Constant:
0:11 0 (const uint)
0:11 Constant:
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:12 move second child to first child ( temp 2-component vector of float)
0:12 a2: direct index for structure ( out 2-component vector of float)
0:12 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:12 Constant:
0:12 1 (const uint)
0:12 Constant:
0:12 0.500000
0:12 0.500000
0:13 move second child to first child ( temp 4-component vector of float)
0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13 '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})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:? Linker Objects
0:? 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
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})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
iomap.blockOutVariableIn.frag
Shader version: 440
0:? Sequence
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'color' (layout( location=0) out 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 vector swizzle ( temp 2-component vector of float)
0:10 'a1' (layout( location=0) smooth in 4-component vector of float)
0:10 Sequence
0:10 Constant:
0:10 0 (const int)
0:10 Constant:
0:10 1 (const int)
0:10 'a2' (layout( location=1) smooth in 2-component vector of float)
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth in 4-component vector of float)
0:? 'a2' (layout( location=1) smooth in 2-component vector of float)
0:? 'color' (layout( location=0) out 4-component vector of float)
Linked vertex stage:
Linked fragment stage:
Shader version: 440
0:? Sequence
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 a1: direct index for structure ( out 4-component vector of float)
0:11 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:11 Constant:
0:11 0 (const uint)
0:11 Constant:
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:11 1.000000
0:12 move second child to first child ( temp 2-component vector of float)
0:12 a2: direct index for structure ( out 2-component vector of float)
0:12 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
0:12 Constant:
0:12 1 (const uint)
0:12 Constant:
0:12 0.500000
0:12 0.500000
0:13 move second child to first child ( temp 4-component vector of float)
0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:13 '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})
0:13 Constant:
0:13 0 (const uint)
0:13 Constant:
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:13 1.000000
0:? Linker Objects
0:? 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2})
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})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Shader version: 440
0:? Sequence
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'color' (layout( location=0) out 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 vector swizzle ( temp 2-component vector of float)
0:10 'a1' (layout( location=0) smooth in 4-component vector of float)
0:10 Sequence
0:10 Constant:
0:10 0 (const int)
0:10 Constant:
0:10 1 (const int)
0:10 'a2' (layout( location=1) smooth in 2-component vector of float)
0:? Linker Objects
0:? 'a1' (layout( location=0) smooth in 4-component vector of float)
0:? 'a2' (layout( location=1) smooth in 2-component vector of float)
0:? 'color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 33
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 11 28 31 32
Source GLSL 440
Name 4 "main"
Name 9 "Block"
MemberName 9(Block) 0 "a1"
MemberName 9(Block) 1 "a2"
Name 11 ""
Name 26 "gl_PerVertex"
MemberName 26(gl_PerVertex) 0 "gl_Position"
MemberName 26(gl_PerVertex) 1 "gl_PointSize"
MemberName 26(gl_PerVertex) 2 "gl_ClipDistance"
Name 28 ""
Name 31 "gl_VertexID"
Name 32 "gl_InstanceID"
Decorate 9(Block) Block
Decorate 11 Location 0
MemberDecorate 26(gl_PerVertex) 0 BuiltIn Position
MemberDecorate 26(gl_PerVertex) 1 BuiltIn PointSize
MemberDecorate 26(gl_PerVertex) 2 BuiltIn ClipDistance
Decorate 26(gl_PerVertex) Block
Decorate 31(gl_VertexID) BuiltIn VertexId
Decorate 32(gl_InstanceID) BuiltIn InstanceId
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeVector 6(float) 2
9(Block): TypeStruct 7(fvec4) 8(fvec2)
10: TypePointer Output 9(Block)
11: 10(ptr) Variable Output
12: TypeInt 32 1
13: 12(int) Constant 0
14: 6(float) Constant 1065353216
15: 7(fvec4) ConstantComposite 14 14 14 14
16: TypePointer Output 7(fvec4)
18: 12(int) Constant 1
19: 6(float) Constant 1056964608
20: 8(fvec2) ConstantComposite 19 19
21: TypePointer Output 8(fvec2)
23: TypeInt 32 0
24: 23(int) Constant 1
25: TypeArray 6(float) 24
26(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 25
27: TypePointer Output 26(gl_PerVertex)
28: 27(ptr) Variable Output
30: TypePointer Input 12(int)
31(gl_VertexID): 30(ptr) Variable Input
32(gl_InstanceID): 30(ptr) Variable Input
4(main): 2 Function None 3
5: Label
17: 16(ptr) AccessChain 11 13
Store 17 15
22: 21(ptr) AccessChain 11 18
Store 22 20
29: 16(ptr) AccessChain 28 13
Store 29 15
Return
FunctionEnd
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 23
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 9 11 16
ExecutionMode 4 OriginLowerLeft
Source GLSL 440
Name 4 "main"
Name 9 "color"
Name 11 "a1"
Name 16 "a2"
Decorate 9(color) Location 0
Decorate 11(a1) Location 0
Decorate 16(a2) Location 1
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(a1): 10(ptr) Variable Input
12: TypeVector 6(float) 2
15: TypePointer Input 12(fvec2)
16(a2): 15(ptr) Variable Input
4(main): 2 Function None 3
5: Label
13: 7(fvec4) Load 11(a1)
14: 12(fvec2) VectorShuffle 13 13 0 1
17: 12(fvec2) Load 16(a2)
18: 6(float) CompositeExtract 14 0
19: 6(float) CompositeExtract 14 1
20: 6(float) CompositeExtract 17 0
21: 6(float) CompositeExtract 17 1
22: 7(fvec4) CompositeConstruct 18 19 20 21
Store 9(color) 22
Return
FunctionEnd
|