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 "a" 10OpName %main "main" 11OpDecorate %sk_FragColor RelaxedPrecision 12OpDecorate %sk_FragColor Location 0 13OpDecorate %sk_FragColor Index 0 14OpDecorate %sk_Clockwise BuiltIn FrontFacing 15OpMemberDecorate %_UniformBuffer 0 Offset 0 16OpMemberDecorate %_UniformBuffer 0 RelaxedPrecision 17OpDecorate %_UniformBuffer Block 18OpDecorate %10 Binding 0 19OpDecorate %10 DescriptorSet 0 20OpDecorate %16 RelaxedPrecision 21OpDecorate %21 RelaxedPrecision 22%float = OpTypeFloat 32 23%v4float = OpTypeVector %float 4 24%_ptr_Output_v4float = OpTypePointer Output %v4float 25%sk_FragColor = OpVariable %_ptr_Output_v4float Output 26%bool = OpTypeBool 27%_ptr_Input_bool = OpTypePointer Input %bool 28%sk_Clockwise = OpVariable %_ptr_Input_bool Input 29%_UniformBuffer = OpTypeStruct %float 30%_ptr_Uniform__UniformBuffer = OpTypePointer Uniform %_UniformBuffer 31%10 = OpVariable %_ptr_Uniform__UniformBuffer Uniform 32%void = OpTypeVoid 33%14 = OpTypeFunction %void 34%_ptr_Uniform_float = OpTypePointer Uniform %float 35%int = OpTypeInt 32 1 36%int_0 = OpConstant %int 0 37%_ptr_Output_float = OpTypePointer Output %float 38%main = OpFunction %void None %14 39%15 = OpLabel 40%17 = OpAccessChain %_ptr_Uniform_float %10 %int_0 41%21 = OpLoad %float %17 42%16 = OpDPdx %float %21 43%22 = OpAccessChain %_ptr_Output_float %sk_FragColor %int_0 44OpStore %22 %16 45OpReturn 46OpFunctionEnd 47