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" 10OpMemberName %_UniformBuffer 1 "b" 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 4 19OpMemberDecorate %_UniformBuffer 1 RelaxedPrecision 20OpDecorate %_UniformBuffer Block 21OpDecorate %10 Binding 0 22OpDecorate %10 DescriptorSet 0 23OpDecorate %16 RelaxedPrecision 24OpDecorate %21 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 %float %float 34%_ptr_Uniform__UniformBuffer = OpTypePointer Uniform %_UniformBuffer 35%10 = OpVariable %_ptr_Uniform__UniformBuffer Uniform 36%void = OpTypeVoid 37%14 = OpTypeFunction %void 38%_ptr_Uniform_float = OpTypePointer Uniform %float 39%int = OpTypeInt 32 1 40%int_0 = OpConstant %int 0 41%int_1 = OpConstant %int 1 42%_ptr_Output_float = OpTypePointer Output %float 43%main = OpFunction %void None %14 44%15 = OpLabel 45%17 = OpAccessChain %_ptr_Uniform_float %10 %int_0 46%21 = OpLoad %float %17 47%22 = OpAccessChain %_ptr_Uniform_float %10 %int_1 48%24 = OpLoad %float %22 49%16 = OpExtInst %float %1 Pow %21 %24 50%25 = OpAccessChain %_ptr_Output_float %sk_FragColor %int_0 51OpStore %25 %16 52OpReturn 53OpFunctionEnd 54