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 %21 RelaxedPrecision
21OpDecorate %24 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%int_1 = OpConstant %int 1
38%_ptr_Output_float = OpTypePointer Output %float
39%main = OpFunction %void None %14
40%15 = OpLabel
41%17 = OpAccessChain %_ptr_Uniform_float %10 %int_0
42%21 = OpLoad %float %17
43%16 = OpIsInf %bool %21
44%22 = OpSelect %int %16 %int_1 %int_0
45%24 = OpConvertSToF %float %22
46%25 = OpAccessChain %_ptr_Output_float %sk_FragColor %int_0
47OpStore %25 %24
48OpReturn
49OpFunctionEnd
50