| link.vk.pcNamingValid.0.0.vert |
| Shader version: 450 |
| 0:? Sequence |
| 0:16 Function Definition: main( ( global void) |
| 0:16 Function Parameters: |
| 0:18 Sequence |
| 0:18 move second child to first child ( temp highp 4-component vector of float) |
| 0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float) |
| 0:18 component-wise multiply ( temp highp 4-component vector of float) |
| 0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float) |
| 0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:18 Constant: |
| 0:18 2 (const int) |
| 0:18 Function Call: getColor2( ( global highp 4-component vector of float) |
| 0:20 move second child to first child ( temp highp 4-component vector of float) |
| 0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) |
| 0:20 'anon@0' ( 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}) |
| 0:20 Constant: |
| 0:20 0 (const uint) |
| 0:20 matrix-times-vector ( temp highp 4-component vector of float) |
| 0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float) |
| 0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:20 Constant: |
| 0:20 1 (const int) |
| 0:20 Function Call: getWorld( ( global highp 4-component vector of float) |
| 0:? Linker Objects |
| 0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:? 'oColor' (layout( location=0) smooth out highp 4-component vector of float) |
| 0:? 'anon@0' ( 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}) |
| |
| link.vk.pcNamingValid.0.1.vert |
| Shader version: 450 |
| 0:? Sequence |
| 0:13 Function Definition: getColor2( ( global highp 4-component vector of float) |
| 0:13 Function Parameters: |
| 0:15 Sequence |
| 0:15 Branch: Return with expression |
| 0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float) |
| 0:15 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:15 Constant: |
| 0:15 3 (const int) |
| 0:18 Function Definition: getWorld( ( global highp 4-component vector of float) |
| 0:18 Function Parameters: |
| 0:20 Sequence |
| 0:20 Branch: Return with expression |
| 0:20 matrix-times-vector ( temp highp 4-component vector of float) |
| 0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float) |
| 0:20 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:20 Constant: |
| 0:20 0 (const int) |
| 0:20 'P' (layout( location=0) in highp 4-component vector of float) |
| 0:? Linker Objects |
| 0:? 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:? 'P' (layout( location=0) in highp 4-component vector of float) |
| |
| |
| Linked vertex stage: |
| |
| WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. |
| a: "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}" versus b: "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}" |
| |
| Shader version: 450 |
| 0:? Sequence |
| 0:16 Function Definition: main( ( global void) |
| 0:16 Function Parameters: |
| 0:18 Sequence |
| 0:18 move second child to first child ( temp highp 4-component vector of float) |
| 0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float) |
| 0:18 component-wise multiply ( temp highp 4-component vector of float) |
| 0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float) |
| 0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:18 Constant: |
| 0:18 2 (const int) |
| 0:18 Function Call: getColor2( ( global highp 4-component vector of float) |
| 0:20 move second child to first child ( temp highp 4-component vector of float) |
| 0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) |
| 0:20 'anon@0' ( 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}) |
| 0:20 Constant: |
| 0:20 0 (const uint) |
| 0:20 matrix-times-vector ( temp highp 4-component vector of float) |
| 0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float) |
| 0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:20 Constant: |
| 0:20 1 (const int) |
| 0:20 Function Call: getWorld( ( global highp 4-component vector of float) |
| 0:13 Function Definition: getColor2( ( global highp 4-component vector of float) |
| 0:13 Function Parameters: |
| 0:15 Sequence |
| 0:15 Branch: Return with expression |
| 0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float) |
| 0:15 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:15 Constant: |
| 0:15 3 (const int) |
| 0:18 Function Definition: getWorld( ( global highp 4-component vector of float) |
| 0:18 Function Parameters: |
| 0:20 Sequence |
| 0:20 Branch: Return with expression |
| 0:20 matrix-times-vector ( temp highp 4-component vector of float) |
| 0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float) |
| 0:20 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:20 Constant: |
| 0:20 0 (const int) |
| 0:20 'P' (layout( location=0) in highp 4-component vector of float) |
| 0:? Linker Objects |
| 0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) |
| 0:? 'oColor' (layout( location=0) smooth out highp 4-component vector of float) |
| 0:? 'anon@0' ( 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:? 'P' (layout( location=0) in highp 4-component vector of float) |
| |
| // Module Version 10000 |
| // Generated by (magic number): 80009 |
| // Id's are bound by 53 |
| |
| Capability Shader |
| 1: ExtInstImport "GLSL.std.450" |
| MemoryModel Logical GLSL450 |
| EntryPoint Vertex 4 "main" 14 31 48 |
| Source GLSL 450 |
| Name 4 "main" |
| Name 9 "getColor2(" |
| Name 11 "getWorld(" |
| Name 14 "oColor" |
| Name 16 "PCBlock" |
| MemberName 16(PCBlock) 0 "uWorld" |
| MemberName 16(PCBlock) 1 "uProj" |
| MemberName 16(PCBlock) 2 "color1" |
| MemberName 16(PCBlock) 3 "color2" |
| Name 18 "a" |
| Name 29 "gl_PerVertex" |
| MemberName 29(gl_PerVertex) 0 "gl_Position" |
| MemberName 29(gl_PerVertex) 1 "gl_PointSize" |
| MemberName 29(gl_PerVertex) 2 "gl_ClipDistance" |
| MemberName 29(gl_PerVertex) 3 "gl_CullDistance" |
| Name 31 "" |
| Name 48 "P" |
| Decorate 14(oColor) Location 0 |
| MemberDecorate 16(PCBlock) 0 ColMajor |
| MemberDecorate 16(PCBlock) 0 Offset 0 |
| MemberDecorate 16(PCBlock) 0 MatrixStride 16 |
| MemberDecorate 16(PCBlock) 1 ColMajor |
| MemberDecorate 16(PCBlock) 1 Offset 64 |
| MemberDecorate 16(PCBlock) 1 MatrixStride 16 |
| MemberDecorate 16(PCBlock) 2 Offset 128 |
| MemberDecorate 16(PCBlock) 3 Offset 144 |
| Decorate 16(PCBlock) Block |
| MemberDecorate 29(gl_PerVertex) 0 BuiltIn Position |
| MemberDecorate 29(gl_PerVertex) 1 BuiltIn PointSize |
| MemberDecorate 29(gl_PerVertex) 2 BuiltIn ClipDistance |
| MemberDecorate 29(gl_PerVertex) 3 BuiltIn CullDistance |
| Decorate 29(gl_PerVertex) Block |
| Decorate 48(P) Location 0 |
| 2: TypeVoid |
| 3: TypeFunction 2 |
| 6: TypeFloat 32 |
| 7: TypeVector 6(float) 4 |
| 8: TypeFunction 7(fvec4) |
| 13: TypePointer Output 7(fvec4) |
| 14(oColor): 13(ptr) Variable Output |
| 15: TypeMatrix 7(fvec4) 4 |
| 16(PCBlock): TypeStruct 15 15 7(fvec4) 7(fvec4) |
| 17: TypePointer PushConstant 16(PCBlock) |
| 18(a): 17(ptr) Variable PushConstant |
| 19: TypeInt 32 1 |
| 20: 19(int) Constant 2 |
| 21: TypePointer PushConstant 7(fvec4) |
| 26: TypeInt 32 0 |
| 27: 26(int) Constant 1 |
| 28: TypeArray 6(float) 27 |
| 29(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 28 28 |
| 30: TypePointer Output 29(gl_PerVertex) |
| 31: 30(ptr) Variable Output |
| 32: 19(int) Constant 0 |
| 33: 19(int) Constant 1 |
| 34: TypePointer PushConstant 15 |
| 40: 19(int) Constant 3 |
| 47: TypePointer Input 7(fvec4) |
| 48(P): 47(ptr) Variable Input |
| 4(main): 2 Function None 3 |
| 5: Label |
| 22: 21(ptr) AccessChain 18(a) 20 |
| 23: 7(fvec4) Load 22 |
| 24: 7(fvec4) FunctionCall 9(getColor2() |
| 25: 7(fvec4) FMul 23 24 |
| Store 14(oColor) 25 |
| 35: 34(ptr) AccessChain 18(a) 33 |
| 36: 15 Load 35 |
| 37: 7(fvec4) FunctionCall 11(getWorld() |
| 38: 7(fvec4) MatrixTimesVector 36 37 |
| 39: 13(ptr) AccessChain 31 32 |
| Store 39 38 |
| Return |
| FunctionEnd |
| 9(getColor2(): 7(fvec4) Function None 8 |
| 10: Label |
| 41: 21(ptr) AccessChain 18(a) 40 |
| 42: 7(fvec4) Load 41 |
| ReturnValue 42 |
| FunctionEnd |
| 11(getWorld(): 7(fvec4) Function None 8 |
| 12: Label |
| 45: 34(ptr) AccessChain 18(a) 32 |
| 46: 15 Load 45 |
| 49: 7(fvec4) Load 48(P) |
| 50: 7(fvec4) MatrixTimesVector 46 49 |
| ReturnValue 50 |
| FunctionEnd |