1hlsl.cbuffer-identifier.vert
2WARNING: 0:29: '' : mul() matrix size mismatch
3
4Shader version: 500
50:? Sequence
60:22  Function Definition: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
70:22    Function Parameters:
80:22      'input' ( in structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
90:?     Sequence
100:23      Sequence
110:23        move second child to first child ( temp int)
120:23          'ConstantBuffer' ( temp int)
130:23          Constant:
140:23            42 (const int)
150:25      Sequence
160:25        move second child to first child ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
170:25          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
180:25          Constant:
190:25            0.000000
200:25            0.000000
210:25            0.000000
220:25            0.000000
230:25            0.000000
240:25            0.000000
250:25            0.000000
260:26      move second child to first child ( temp 4-component vector of float)
270:26        Pos: direct index for structure ( temp 4-component vector of float)
280:26          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
290:26          Constant:
300:26            0 (const int)
310:26        matrix-times-vector ( temp 4-component vector of float)
320:26          World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
330:26            'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
340:26            Constant:
350:26              0 (const uint)
360:26          Pos: direct index for structure ( temp 4-component vector of float)
370:26            'input' ( in structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
380:26            Constant:
390:26              0 (const int)
400:27      move second child to first child ( temp 4-component vector of float)
410:27        Pos: direct index for structure ( temp 4-component vector of float)
420:27          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
430:27          Constant:
440:27            0 (const int)
450:27        matrix-times-vector ( temp 4-component vector of float)
460:27          View: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
470:27            'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
480:27            Constant:
490:27              1 (const uint)
500:27          Pos: direct index for structure ( temp 4-component vector of float)
510:27            'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
520:27            Constant:
530:27              0 (const int)
540:28      move second child to first child ( temp 4-component vector of float)
550:28        Pos: direct index for structure ( temp 4-component vector of float)
560:28          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
570:28          Constant:
580:28            0 (const int)
590:28        matrix-times-vector ( temp 4-component vector of float)
600:28          Projection: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
610:28            'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
620:28            Constant:
630:28              2 (const uint)
640:28          Pos: direct index for structure ( temp 4-component vector of float)
650:28            'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
660:28            Constant:
670:28              0 (const int)
680:29      move second child to first child ( temp 3-component vector of float)
690:29        Norm: direct index for structure ( temp 3-component vector of float)
700:29          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
710:29          Constant:
720:29            1 (const int)
730:29        Construct vec3 ( temp 3-component vector of float)
740:29          matrix-times-vector ( temp 4-component vector of float)
750:29            Construct mat3x4 ( uniform 3X4 matrix of float)
760:29              World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
770:29                'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
780:29                Constant:
790:29                  0 (const uint)
800:29            Norm: direct index for structure ( temp 3-component vector of float)
810:29              'input' ( in structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
820:29              Constant:
830:29                1 (const int)
840:31      Branch: Return with expression
850:31        'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
860:22  Function Definition: main( ( temp void)
870:22    Function Parameters:
880:?     Sequence
890:22      Sequence
900:22        move second child to first child ( temp 4-component vector of float)
910:22          Pos: direct index for structure ( temp 4-component vector of float)
920:?             'input' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
930:22            Constant:
940:22              0 (const int)
950:?           'input.Pos' (layout( location=0) in 4-component vector of float)
960:22        move second child to first child ( temp 3-component vector of float)
970:22          Norm: direct index for structure ( temp 3-component vector of float)
980:?             'input' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
990:22            Constant:
1000:22              1 (const int)
1010:?           'input.Norm' (layout( location=1) in 3-component vector of float)
1020:22      Sequence
1030:22        move second child to first child ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1040:22          'flattenTemp' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1050:22          Function Call: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1060:?             'input' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1070:22        move second child to first child ( temp 4-component vector of float)
1080:?           '@entryPointOutput.Pos' ( out 4-component vector of float Position)
1090:22          Pos: direct index for structure ( temp 4-component vector of float)
1100:22            'flattenTemp' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1110:22            Constant:
1120:22              0 (const int)
1130:22        move second child to first child ( temp 3-component vector of float)
1140:?           '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float)
1150:22          Norm: direct index for structure ( temp 3-component vector of float)
1160:22            'flattenTemp' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1170:22            Constant:
1180:22              1 (const int)
1190:?   Linker Objects
1200:?     'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
1210:?     '@entryPointOutput.Pos' ( out 4-component vector of float Position)
1220:?     '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float)
1230:?     'input.Pos' (layout( location=0) in 4-component vector of float)
1240:?     'input.Norm' (layout( location=1) in 3-component vector of float)
125
126
127Linked vertex stage:
128
129
130Shader version: 500
1310:? Sequence
1320:22  Function Definition: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1330:22    Function Parameters:
1340:22      'input' ( in structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1350:?     Sequence
1360:23      Sequence
1370:23        move second child to first child ( temp int)
1380:23          'ConstantBuffer' ( temp int)
1390:23          Constant:
1400:23            42 (const int)
1410:25      Sequence
1420:25        move second child to first child ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1430:25          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1440:25          Constant:
1450:25            0.000000
1460:25            0.000000
1470:25            0.000000
1480:25            0.000000
1490:25            0.000000
1500:25            0.000000
1510:25            0.000000
1520:26      move second child to first child ( temp 4-component vector of float)
1530:26        Pos: direct index for structure ( temp 4-component vector of float)
1540:26          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1550:26          Constant:
1560:26            0 (const int)
1570:26        matrix-times-vector ( temp 4-component vector of float)
1580:26          World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
1590:26            'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
1600:26            Constant:
1610:26              0 (const uint)
1620:26          Pos: direct index for structure ( temp 4-component vector of float)
1630:26            'input' ( in structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1640:26            Constant:
1650:26              0 (const int)
1660:27      move second child to first child ( temp 4-component vector of float)
1670:27        Pos: direct index for structure ( temp 4-component vector of float)
1680:27          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1690:27          Constant:
1700:27            0 (const int)
1710:27        matrix-times-vector ( temp 4-component vector of float)
1720:27          View: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
1730:27            'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
1740:27            Constant:
1750:27              1 (const uint)
1760:27          Pos: direct index for structure ( temp 4-component vector of float)
1770:27            'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1780:27            Constant:
1790:27              0 (const int)
1800:28      move second child to first child ( temp 4-component vector of float)
1810:28        Pos: direct index for structure ( temp 4-component vector of float)
1820:28          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1830:28          Constant:
1840:28            0 (const int)
1850:28        matrix-times-vector ( temp 4-component vector of float)
1860:28          Projection: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
1870:28            'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
1880:28            Constant:
1890:28              2 (const uint)
1900:28          Pos: direct index for structure ( temp 4-component vector of float)
1910:28            'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1920:28            Constant:
1930:28              0 (const int)
1940:29      move second child to first child ( temp 3-component vector of float)
1950:29        Norm: direct index for structure ( temp 3-component vector of float)
1960:29          'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
1970:29          Constant:
1980:29            1 (const int)
1990:29        Construct vec3 ( temp 3-component vector of float)
2000:29          matrix-times-vector ( temp 4-component vector of float)
2010:29            Construct mat3x4 ( uniform 3X4 matrix of float)
2020:29              World: direct index for structure (layout( row_major std140) uniform 4X4 matrix of float)
2030:29                'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
2040:29                Constant:
2050:29                  0 (const uint)
2060:29            Norm: direct index for structure ( temp 3-component vector of float)
2070:29              'input' ( in structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2080:29              Constant:
2090:29                1 (const int)
2100:31      Branch: Return with expression
2110:31        'output' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2120:22  Function Definition: main( ( temp void)
2130:22    Function Parameters:
2140:?     Sequence
2150:22      Sequence
2160:22        move second child to first child ( temp 4-component vector of float)
2170:22          Pos: direct index for structure ( temp 4-component vector of float)
2180:?             'input' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2190:22            Constant:
2200:22              0 (const int)
2210:?           'input.Pos' (layout( location=0) in 4-component vector of float)
2220:22        move second child to first child ( temp 3-component vector of float)
2230:22          Norm: direct index for structure ( temp 3-component vector of float)
2240:?             'input' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2250:22            Constant:
2260:22              1 (const int)
2270:?           'input.Norm' (layout( location=1) in 3-component vector of float)
2280:22      Sequence
2290:22        move second child to first child ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2300:22          'flattenTemp' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2310:22          Function Call: @main(struct-VS_INPUT-vf4-vf31; ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2320:?             'input' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2330:22        move second child to first child ( temp 4-component vector of float)
2340:?           '@entryPointOutput.Pos' ( out 4-component vector of float Position)
2350:22          Pos: direct index for structure ( temp 4-component vector of float)
2360:22            'flattenTemp' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2370:22            Constant:
2380:22              0 (const int)
2390:22        move second child to first child ( temp 3-component vector of float)
2400:?           '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float)
2410:22          Norm: direct index for structure ( temp 3-component vector of float)
2420:22            'flattenTemp' ( temp structure{ temp 4-component vector of float Pos,  temp 3-component vector of float Norm})
2430:22            Constant:
2440:22              1 (const int)
2450:?   Linker Objects
2460:?     'anon@0' (layout( binding=0 row_major std140) uniform block{layout( row_major std140) uniform 4X4 matrix of float World, layout( row_major std140) uniform 4X4 matrix of float View, layout( row_major std140) uniform 4X4 matrix of float Projection})
2470:?     '@entryPointOutput.Pos' ( out 4-component vector of float Position)
2480:?     '@entryPointOutput.Norm' (layout( location=0) out 3-component vector of float)
2490:?     'input.Pos' (layout( location=0) in 4-component vector of float)
2500:?     'input.Norm' (layout( location=1) in 3-component vector of float)
251
252// Module Version 10000
253// Generated by (magic number): 8000a
254// Id's are bound by 93
255
256                              Capability Shader
257               1:             ExtInstImport  "GLSL.std.450"
258                              MemoryModel Logical GLSL450
259                              EntryPoint Vertex 4  "main" 74 78 86 90
260                              Source HLSL 500
261                              Name 4  "main"
262                              Name 9  "VS_INPUT"
263                              MemberName 9(VS_INPUT) 0  "Pos"
264                              MemberName 9(VS_INPUT) 1  "Norm"
265                              Name 11  "PS_INPUT"
266                              MemberName 11(PS_INPUT) 0  "Pos"
267                              MemberName 11(PS_INPUT) 1  "Norm"
268                              Name 14  "@main(struct-VS_INPUT-vf4-vf31;"
269                              Name 13  "input"
270                              Name 18  "ConstantBuffer"
271                              Name 21  "output"
272                              Name 28  "C"
273                              MemberName 28(C) 0  "World"
274                              MemberName 28(C) 1  "View"
275                              MemberName 28(C) 2  "Projection"
276                              Name 30  ""
277                              Name 72  "input"
278                              Name 74  "input.Pos"
279                              Name 78  "input.Norm"
280                              Name 81  "flattenTemp"
281                              Name 82  "param"
282                              Name 86  "@entryPointOutput.Pos"
283                              Name 90  "@entryPointOutput.Norm"
284                              MemberDecorate 28(C) 0 RowMajor
285                              MemberDecorate 28(C) 0 Offset 0
286                              MemberDecorate 28(C) 0 MatrixStride 16
287                              MemberDecorate 28(C) 1 RowMajor
288                              MemberDecorate 28(C) 1 Offset 64
289                              MemberDecorate 28(C) 1 MatrixStride 16
290                              MemberDecorate 28(C) 2 RowMajor
291                              MemberDecorate 28(C) 2 Offset 128
292                              MemberDecorate 28(C) 2 MatrixStride 16
293                              Decorate 28(C) Block
294                              Decorate 30 DescriptorSet 0
295                              Decorate 30 Binding 0
296                              Decorate 74(input.Pos) Location 0
297                              Decorate 78(input.Norm) Location 1
298                              Decorate 86(@entryPointOutput.Pos) BuiltIn Position
299                              Decorate 90(@entryPointOutput.Norm) Location 0
300               2:             TypeVoid
301               3:             TypeFunction 2
302               6:             TypeFloat 32
303               7:             TypeVector 6(float) 4
304               8:             TypeVector 6(float) 3
305     9(VS_INPUT):             TypeStruct 7(fvec4) 8(fvec3)
306              10:             TypePointer Function 9(VS_INPUT)
307    11(PS_INPUT):             TypeStruct 7(fvec4) 8(fvec3)
308              12:             TypeFunction 11(PS_INPUT) 10(ptr)
309              16:             TypeInt 32 1
310              17:             TypePointer Function 16(int)
311              19:     16(int) Constant 42
312              20:             TypePointer Function 11(PS_INPUT)
313              22:    6(float) Constant 0
314              23:    7(fvec4) ConstantComposite 22 22 22 22
315              24:    8(fvec3) ConstantComposite 22 22 22
316              25:11(PS_INPUT) ConstantComposite 23 24
317              26:     16(int) Constant 0
318              27:             TypeMatrix 7(fvec4) 4
319           28(C):             TypeStruct 27 27 27
320              29:             TypePointer Uniform 28(C)
321              30:     29(ptr) Variable Uniform
322              31:             TypePointer Uniform 27
323              34:             TypePointer Function 7(fvec4)
324              39:     16(int) Constant 1
325              46:     16(int) Constant 2
326              55:             TypeMatrix 7(fvec4) 3
327              60:             TypePointer Function 8(fvec3)
328              73:             TypePointer Input 7(fvec4)
329   74(input.Pos):     73(ptr) Variable Input
330              77:             TypePointer Input 8(fvec3)
331  78(input.Norm):     77(ptr) Variable Input
332              85:             TypePointer Output 7(fvec4)
33386(@entryPointOutput.Pos):     85(ptr) Variable Output
334              89:             TypePointer Output 8(fvec3)
33590(@entryPointOutput.Norm):     89(ptr) Variable Output
336         4(main):           2 Function None 3
337               5:             Label
338       72(input):     10(ptr) Variable Function
339 81(flattenTemp):     20(ptr) Variable Function
340       82(param):     10(ptr) Variable Function
341              75:    7(fvec4) Load 74(input.Pos)
342              76:     34(ptr) AccessChain 72(input) 26
343                              Store 76 75
344              79:    8(fvec3) Load 78(input.Norm)
345              80:     60(ptr) AccessChain 72(input) 39
346                              Store 80 79
347              83: 9(VS_INPUT) Load 72(input)
348                              Store 82(param) 83
349              84:11(PS_INPUT) FunctionCall 14(@main(struct-VS_INPUT-vf4-vf31;) 82(param)
350                              Store 81(flattenTemp) 84
351              87:     34(ptr) AccessChain 81(flattenTemp) 26
352              88:    7(fvec4) Load 87
353                              Store 86(@entryPointOutput.Pos) 88
354              91:     60(ptr) AccessChain 81(flattenTemp) 39
355              92:    8(fvec3) Load 91
356                              Store 90(@entryPointOutput.Norm) 92
357                              Return
358                              FunctionEnd
35914(@main(struct-VS_INPUT-vf4-vf31;):11(PS_INPUT) Function None 12
360       13(input):     10(ptr) FunctionParameter
361              15:             Label
36218(ConstantBuffer):     17(ptr) Variable Function
363      21(output):     20(ptr) Variable Function
364                              Store 18(ConstantBuffer) 19
365                              Store 21(output) 25
366              32:     31(ptr) AccessChain 30 26
367              33:          27 Load 32
368              35:     34(ptr) AccessChain 13(input) 26
369              36:    7(fvec4) Load 35
370              37:    7(fvec4) MatrixTimesVector 33 36
371              38:     34(ptr) AccessChain 21(output) 26
372                              Store 38 37
373              40:     31(ptr) AccessChain 30 39
374              41:          27 Load 40
375              42:     34(ptr) AccessChain 21(output) 26
376              43:    7(fvec4) Load 42
377              44:    7(fvec4) MatrixTimesVector 41 43
378              45:     34(ptr) AccessChain 21(output) 26
379                              Store 45 44
380              47:     31(ptr) AccessChain 30 46
381              48:          27 Load 47
382              49:     34(ptr) AccessChain 21(output) 26
383              50:    7(fvec4) Load 49
384              51:    7(fvec4) MatrixTimesVector 48 50
385              52:     34(ptr) AccessChain 21(output) 26
386                              Store 52 51
387              53:     31(ptr) AccessChain 30 26
388              54:          27 Load 53
389              56:    7(fvec4) CompositeExtract 54 0
390              57:    7(fvec4) CompositeExtract 54 1
391              58:    7(fvec4) CompositeExtract 54 2
392              59:          55 CompositeConstruct 56 57 58
393              61:     60(ptr) AccessChain 13(input) 39
394              62:    8(fvec3) Load 61
395              63:    7(fvec4) MatrixTimesVector 59 62
396              64:    6(float) CompositeExtract 63 0
397              65:    6(float) CompositeExtract 63 1
398              66:    6(float) CompositeExtract 63 2
399              67:    8(fvec3) CompositeConstruct 64 65 66
400              68:     60(ptr) AccessChain 21(output) 39
401                              Store 68 67
402              69:11(PS_INPUT) Load 21(output)
403                              ReturnValue 69
404                              FunctionEnd
405