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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 "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