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 %21 RelaxedPrecision
24OpDecorate %24 RelaxedPrecision
25%float = OpTypeFloat 32
26%v4float = OpTypeVector %float 4
27%_ptr_Output_v4float = OpTypePointer Output %v4float
28%sk_FragColor = OpVariable %_ptr_Output_v4float Output
29%bool = OpTypeBool
30%_ptr_Input_bool = OpTypePointer Input %bool
31%sk_Clockwise = OpVariable %_ptr_Input_bool Input
32%_UniformBuffer = OpTypeStruct %float %float
33%_ptr_Uniform__UniformBuffer = OpTypePointer Uniform %_UniformBuffer
34%10 = OpVariable %_ptr_Uniform__UniformBuffer Uniform
35%void = OpTypeVoid
36%14 = OpTypeFunction %void
37%_ptr_Uniform_float = OpTypePointer Uniform %float
38%int = OpTypeInt 32 1
39%int_0 = OpConstant %int 0
40%int_1 = OpConstant %int 1
41%_ptr_Output_float = OpTypePointer Output %float
42%main = OpFunction %void None %14
43%15 = OpLabel
44%17 = OpAccessChain %_ptr_Uniform_float %10 %int_0
45%21 = OpLoad %float %17
46%22 = OpAccessChain %_ptr_Uniform_float %10 %int_1
47%24 = OpLoad %float %22
48%16 = OpExtInst %float %1 Step %21 %24
49%25 = OpAccessChain %_ptr_Output_float %sk_FragColor %int_0
50OpStore %25 %16
51OpReturn
52OpFunctionEnd
53