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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