hlsl.shift.per-set.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:34 Function Definition: @main( ( temp 4-component vector of float) 0:34 Function Parameters: 0:? Sequence 0:35 't1' (layout( set=1 binding=1) uniform texture1D) 0:36 't2' (layout( set=1 binding=2) uniform texture2D) 0:37 't3' (layout( set=2 binding=1) uniform texture3D) 0:38 direct index (layout( row_major std430) buffer 4-component vector of float) 0:38 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) 0:38 't4' (layout( set=3 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:38 Constant: 0:38 0 (const uint) 0:38 Constant: 0:38 0 (const int) 0:39 indirect index (layout( row_major std430) buffer uint) 0:39 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint) 0:39 't5' (layout( set=3 binding=2 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data}) 0:39 Constant: 0:39 0 (const uint) 0:39 right-shift ( temp int) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 2 (const int) 0:40 't6' (layout( set=3 binding=3 rgba32f) uniform textureBuffer) 0:42 's1' (layout( set=1 binding=1) uniform sampler) 0:43 's2' (layout( set=2 binding=2) uniform sampler) 0:45 'u1' (layout( set=1 binding=1 rgba32f) uniform image1D) 0:46 'u2' (layout( set=2 binding=2 rgba32f) uniform image2D) 0:47 'u3' (layout( set=2 binding=3 rgba32f) uniform image3D) 0:49 imageLoad ( temp float) 0:49 'u4' (layout( set=1 binding=4 r32f) uniform imageBuffer) 0:49 Constant: 0:49 0 (const int) 0:50 indirect index (layout( row_major std430) buffer uint) 0:50 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint) 0:50 'u5' (layout( set=2 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data}) 0:50 Constant: 0:50 0 (const uint) 0:50 right-shift ( temp int) 0:50 Constant: 0:50 0 (const int) 0:50 Constant: 0:50 2 (const int) 0:51 direct index (layout( row_major std430) buffer float) 0:51 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of float) 0:51 'u6' (layout( set=3 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:51 Constant: 0:51 0 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 'u7' (layout( set=4 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:53 'u8' (layout( set=5 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:55 cb1: direct index for structure (layout( row_major std140) uniform int) 0:55 'anon@0' (layout( set=6 binding=1 row_major std140) uniform block{layout( row_major std140) uniform int cb1}) 0:55 Constant: 0:55 0 (const uint) 0:56 tb1: direct index for structure (layout( row_major std430) buffer int) 0:56 'anon@1' (layout( binding=7 row_major std430) readonly buffer block{layout( row_major std430) buffer int tb1}) 0:56 Constant: 0:56 0 (const uint) 0:57 'ts6' (layout( set=6 binding=1) uniform texture3D) 0:59 Branch: Return with expression 0:59 Constant: 0:59 0.000000 0:59 0.000000 0:59 0.000000 0:59 0.000000 0:34 Function Definition: main( ( temp void) 0:34 Function Parameters: 0:? Sequence 0:34 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:34 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 's1' (layout( set=1 binding=1) uniform sampler) 0:? 's2' (layout( set=2 binding=2) uniform sampler) 0:? 't1' (layout( set=1 binding=1) uniform texture1D) 0:? 't2' (layout( set=1 binding=2) uniform texture2D) 0:? 't3' (layout( set=2 binding=1) uniform texture3D) 0:? 'ts6' (layout( set=6 binding=1) uniform texture3D) 0:? 't4' (layout( set=3 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:? 't5' (layout( set=3 binding=2 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data}) 0:? 't6' (layout( set=3 binding=3 rgba32f) uniform textureBuffer) 0:? 'u1' (layout( set=1 binding=1 rgba32f) uniform image1D) 0:? 'u2' (layout( set=2 binding=2 rgba32f) uniform image2D) 0:? 'u3' (layout( set=2 binding=3 rgba32f) uniform image3D) 0:? 'u4' (layout( set=1 binding=4 r32f) uniform imageBuffer) 0:? 'u5' (layout( set=2 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data}) 0:? 'u6' (layout( set=3 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:? 'u7' (layout( set=4 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:? 'u8' (layout( set=5 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:? 'anon@0' (layout( set=6 binding=1 row_major std140) uniform block{layout( row_major std140) uniform int cb1}) 0:? 'anon@1' (layout( binding=7 row_major std430) readonly buffer block{layout( row_major std430) buffer int tb1}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:34 Function Definition: @main( ( temp 4-component vector of float) 0:34 Function Parameters: 0:? Sequence 0:35 't1' (layout( set=1 binding=1) uniform texture1D) 0:36 't2' (layout( set=1 binding=2) uniform texture2D) 0:37 't3' (layout( set=2 binding=1) uniform texture3D) 0:38 direct index (layout( row_major std430) buffer 4-component vector of float) 0:38 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of 4-component vector of float) 0:38 't4' (layout( set=3 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:38 Constant: 0:38 0 (const uint) 0:38 Constant: 0:38 0 (const int) 0:39 indirect index (layout( row_major std430) buffer uint) 0:39 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint) 0:39 't5' (layout( set=3 binding=2 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data}) 0:39 Constant: 0:39 0 (const uint) 0:39 right-shift ( temp int) 0:39 Constant: 0:39 0 (const int) 0:39 Constant: 0:39 2 (const int) 0:40 't6' (layout( set=3 binding=3 rgba32f) uniform textureBuffer) 0:42 's1' (layout( set=1 binding=1) uniform sampler) 0:43 's2' (layout( set=2 binding=2) uniform sampler) 0:45 'u1' (layout( set=1 binding=1 rgba32f) uniform image1D) 0:46 'u2' (layout( set=2 binding=2 rgba32f) uniform image2D) 0:47 'u3' (layout( set=2 binding=3 rgba32f) uniform image3D) 0:49 imageLoad ( temp float) 0:49 'u4' (layout( set=1 binding=4 r32f) uniform imageBuffer) 0:49 Constant: 0:49 0 (const int) 0:50 indirect index (layout( row_major std430) buffer uint) 0:50 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of uint) 0:50 'u5' (layout( set=2 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data}) 0:50 Constant: 0:50 0 (const uint) 0:50 right-shift ( temp int) 0:50 Constant: 0:50 0 (const int) 0:50 Constant: 0:50 2 (const int) 0:51 direct index (layout( row_major std430) buffer float) 0:51 @data: direct index for structure (layout( row_major std430) buffer unsized 1-element array of float) 0:51 'u6' (layout( set=3 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:51 Constant: 0:51 0 (const uint) 0:51 Constant: 0:51 0 (const int) 0:52 'u7' (layout( set=4 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:53 'u8' (layout( set=5 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:55 cb1: direct index for structure (layout( row_major std140) uniform int) 0:55 'anon@0' (layout( set=6 binding=1 row_major std140) uniform block{layout( row_major std140) uniform int cb1}) 0:55 Constant: 0:55 0 (const uint) 0:56 tb1: direct index for structure (layout( row_major std430) buffer int) 0:56 'anon@1' (layout( binding=7 row_major std430) readonly buffer block{layout( row_major std430) buffer int tb1}) 0:56 Constant: 0:56 0 (const uint) 0:57 'ts6' (layout( set=6 binding=1) uniform texture3D) 0:59 Branch: Return with expression 0:59 Constant: 0:59 0.000000 0:59 0.000000 0:59 0.000000 0:59 0.000000 0:34 Function Definition: main( ( temp void) 0:34 Function Parameters: 0:? Sequence 0:34 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:34 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 's1' (layout( set=1 binding=1) uniform sampler) 0:? 's2' (layout( set=2 binding=2) uniform sampler) 0:? 't1' (layout( set=1 binding=1) uniform texture1D) 0:? 't2' (layout( set=1 binding=2) uniform texture2D) 0:? 't3' (layout( set=2 binding=1) uniform texture3D) 0:? 'ts6' (layout( set=6 binding=1) uniform texture3D) 0:? 't4' (layout( set=3 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of 4-component vector of float @data}) 0:? 't5' (layout( set=3 binding=2 row_major std430) readonly buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data}) 0:? 't6' (layout( set=3 binding=3 rgba32f) uniform textureBuffer) 0:? 'u1' (layout( set=1 binding=1 rgba32f) uniform image1D) 0:? 'u2' (layout( set=2 binding=2 rgba32f) uniform image2D) 0:? 'u3' (layout( set=2 binding=3 rgba32f) uniform image3D) 0:? 'u4' (layout( set=1 binding=4 r32f) uniform imageBuffer) 0:? 'u5' (layout( set=2 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of uint @data}) 0:? 'u6' (layout( set=3 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:? 'u7' (layout( set=4 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:? 'u8' (layout( set=5 binding=4 row_major std430) buffer block{layout( row_major std430) buffer unsized 1-element array of float @data}) 0:? 'anon@0' (layout( set=6 binding=1 row_major std140) uniform block{layout( row_major std140) uniform int cb1}) 0:? 'anon@1' (layout( binding=7 row_major std430) readonly buffer block{layout( row_major std430) buffer int tb1}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Uniform reflection: t1: offset -1, type 8b5d, size 1, index -1, binding 21, stages 16 t2: offset -1, type 8b5e, size 1, index -1, binding 22, stages 16 t3: offset -1, type 8b5f, size 1, index -1, binding 26, stages 16 t4.@data: offset 0, type 8b52, size 1, index 0, binding -1, stages 16 t5.@data: offset 0, type 1405, size 0, index 1, binding -1, stages 16 t6: offset -1, type 8dc2, size 1, index -1, binding 23, stages 16 s1: offset -1, type 0, size 1, index -1, binding 11, stages 16 s2: offset -1, type 0, size 1, index -1, binding 17, stages 16 u1: offset -1, type 904c, size 1, index -1, binding 31, stages 16 u2: offset -1, type 904d, size 1, index -1, binding 42, stages 16 u3: offset -1, type 904e, size 1, index -1, binding 43, stages 16 u4: offset -1, type 9051, size 1, index -1, binding 34, stages 16 u5.@data: offset 0, type 1405, size 0, index 2, binding -1, stages 16 u6.@data: offset 0, type 1406, size 1, index 3, binding -1, stages 16 cb1: offset 0, type 1404, size 1, index 4, binding -1, stages 16 tb1: offset 0, type 1404, size 1, index 5, binding -1, stages 16 ts6: offset -1, type 8b5f, size 1, index -1, binding 71, stages 16 Uniform block reflection: t4: offset -1, type ffffffff, size 0, index -1, binding 21, stages 0 t5: offset -1, type ffffffff, size 0, index -1, binding 22, stages 0 u5: offset -1, type ffffffff, size 0, index -1, binding 44, stages 0 u6: offset -1, type ffffffff, size 0, index -1, binding 34, stages 0 cb: offset -1, type ffffffff, size 4, index -1, binding 51, stages 0 tb: offset -1, type ffffffff, size 4, index -1, binding 27, stages 0 Vertex attribute reflection: