1OpCapability Shader 2%1 = OpExtInstImport "GLSL.std.450" 3OpMemoryModel Logical GLSL450 4OpEntryPoint Fragment %main "main" %sk_FragColor %sk_Clockwise 5OpExecutionMode %main OriginUpperLeft 6OpName %sk_FragColor "sk_FragColor" 7OpName %sk_Clockwise "sk_Clockwise" 8OpName %_UniformBuffer "_UniformBuffer" 9OpMemberName %_UniformBuffer 0 "src" 10OpMemberName %_UniformBuffer 1 "dst" 11OpName %main "main" 12OpDecorate %sk_FragColor RelaxedPrecision 13OpDecorate %sk_FragColor Location 0 14OpDecorate %sk_FragColor Index 0 15OpDecorate %sk_Clockwise BuiltIn FrontFacing 16OpMemberDecorate %_UniformBuffer 0 Offset 0 17OpMemberDecorate %_UniformBuffer 0 RelaxedPrecision 18OpMemberDecorate %_UniformBuffer 1 Offset 16 19OpMemberDecorate %_UniformBuffer 1 RelaxedPrecision 20OpDecorate %_UniformBuffer Block 21OpDecorate %10 Binding 0 22OpDecorate %10 DescriptorSet 0 23OpDecorate %17 RelaxedPrecision 24%float = OpTypeFloat 32 25%v4float = OpTypeVector %float 4 26%_ptr_Output_v4float = OpTypePointer Output %v4float 27%sk_FragColor = OpVariable %_ptr_Output_v4float Output 28%bool = OpTypeBool 29%_ptr_Input_bool = OpTypePointer Input %bool 30%sk_Clockwise = OpVariable %_ptr_Input_bool Input 31%_UniformBuffer = OpTypeStruct %v4float %v4float 32%_ptr_Uniform__UniformBuffer = OpTypePointer Uniform %_UniformBuffer 33%10 = OpVariable %_ptr_Uniform__UniformBuffer Uniform 34%void = OpTypeVoid 35%14 = OpTypeFunction %void 36%float_0 = OpConstant %float 0 37%17 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_0 38%main = OpFunction %void None %14 39%15 = OpLabel 40OpStore %sk_FragColor %17 41OpReturn 42OpFunctionEnd 43