1OpCapability Shader 2%1 = OpExtInstImport "GLSL.std.450" 3OpMemoryModel Logical GLSL450 4OpEntryPoint Fragment %main "main" %sk_Clockwise %sk_FragColor 5OpExecutionMode %main OriginUpperLeft 6OpName %sk_Clockwise "sk_Clockwise" 7OpName %sk_FragColor "sk_FragColor" 8OpName %_UniformBuffer "_UniformBuffer" 9OpMemberName %_UniformBuffer 0 "src" 10OpMemberName %_UniformBuffer 1 "dst" 11OpName %main "main" 12OpDecorate %sk_Clockwise BuiltIn FrontFacing 13OpDecorate %sk_FragColor RelaxedPrecision 14OpDecorate %sk_FragColor Location 0 15OpDecorate %sk_FragColor Index 0 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 23%bool = OpTypeBool 24%_ptr_Input_bool = OpTypePointer Input %bool 25%sk_Clockwise = OpVariable %_ptr_Input_bool Input 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%_UniformBuffer = OpTypeStruct %v4float %v4float 31%_ptr_Uniform__UniformBuffer = OpTypePointer Uniform %_UniformBuffer 32%10 = OpVariable %_ptr_Uniform__UniformBuffer Uniform 33%void = OpTypeVoid 34%14 = OpTypeFunction %void 35%float_0 = OpConstant %float 0 36%17 = OpConstantComposite %v4float %float_0 %float_0 %float_0 %float_0 37%main = OpFunction %void None %14 38%15 = OpLabel 39OpStore %sk_FragColor %17 40OpReturn 41OpFunctionEnd 42