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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 %20 RelaxedPrecision
24OpDecorate %23 RelaxedPrecision
25OpDecorate %24 RelaxedPrecision
26%float = OpTypeFloat 32
27%v4float = OpTypeVector %float 4
28%_ptr_Output_v4float = OpTypePointer Output %v4float
29%sk_FragColor = OpVariable %_ptr_Output_v4float Output
30%bool = OpTypeBool
31%_ptr_Input_bool = OpTypePointer Input %bool
32%sk_Clockwise = OpVariable %_ptr_Input_bool Input
33%_UniformBuffer = OpTypeStruct %v4float %v4float
34%_ptr_Uniform__UniformBuffer = OpTypePointer Uniform %_UniformBuffer
35%10 = OpVariable %_ptr_Uniform__UniformBuffer Uniform
36%void = OpTypeVoid
37%14 = OpTypeFunction %void
38%_ptr_Uniform_v4float = OpTypePointer Uniform %v4float
39%int = OpTypeInt 32 1
40%int_0 = OpConstant %int 0
41%int_1 = OpConstant %int 1
42%main = OpFunction %void None %14
43%15 = OpLabel
44%16 = OpAccessChain %_ptr_Uniform_v4float %10 %int_0
45%20 = OpLoad %v4float %16
46%21 = OpAccessChain %_ptr_Uniform_v4float %10 %int_1
47%23 = OpLoad %v4float %21
48%24 = OpFMul %v4float %20 %23
49OpStore %sk_FragColor %24
50OpReturn
51OpFunctionEnd
52