I don’t see a way to attach binary files, let me know you need raw spv files and there is a way to send them to you, but here is VS and PS glsl files converted using spirv-cross:
#version 320 es
layout(constant_id = 0) const bool _63 = false;
struct _66
{
mat4 _m0;
mat3 _m1;
int _m2;
int _m3;
int _m4;
float _m5;
vec4 _m6[8];
};
struct _185
{
vec2 _m0;
vec4 _m1;
vec4 _m2;
};
layout(set = 2, binding = 0, std140) uniform _51_70
{
_66 _m0[64];
} _70;
layout(set = 2, binding = 1, std140) uniform _52_80
{
mat4 _m0;
mat4 _m1;
mat4 _m2;
mat4 _m3;
mat4 _m4[4];
mat4 _m5;
mat4 _m6;
vec4 _m7;
vec2 _m8;
float _m9;
float _m10;
vec4 _m11;
vec4 _m12;
vec2 _m13;
vec2 _m14;
mediump float _m15;
mediump float _m16;
mediump vec2 _m17;
float _m18;
float _m19;
float _m20;
float _m21;
mediump float _m22;
mediump float _m23;
mediump float _m24;
mediump float _m25;
mediump vec4 _m26;
mediump uvec3 _m27;
mediump int _m28;
mediump vec2 _m29;
mediump float _m30;
mediump float _m31;
mediump vec3 _m32[9];
vec3 _m33;
mediump float _m34;
mediump vec4 _m35;
mediump vec4 _m36;
vec2 _m37;
mediump int _m38;
mediump float _m39;
vec4 _m40;
mediump int _m41;
mediump float _m42;
vec2 _m43;
mediump float _m44;
mediump float _m45;
mediump float _m46;
mediump uint _m47;
vec3 _m48;
float _m49;
mediump float _m50;
uint _m51;
float _m52;
float _m53;
mediump vec3 _m54;
mediump float _m55;
float _m56;
mediump float _m57;
float _m58;
float _m59;
mat3 _m60;
mat4 _m61;
mat4 _m62;
mediump float _m63;
mediump float _m64;
mediump float _m65;
mediump float _m66;
vec4 _m67[4];
mediump int _m68;
mediump float _m69;
mediump float _m70;
mediump float _m71;
mediump vec4 _m72[40];
} _80;
layout(set = 2, binding = 2, std140) uniform _53_82
{
mediump mat3 _m0;
mediump float _m1;
mediump float _m2;
uint _m3;
mediump vec4 _m4;
mediump vec2 _m5;
mediump float _m6;
mediump float _m7;
mediump vec2 _m8;
mediump vec2 _m9;
mediump mat3 _m10;
uint _m11;
mediump vec3 _m12;
mediump mat4 _m13;
} _82;
layout(push_constant, std430) uniform _35_100
{
uvec2 _m0;
vec2 _m1;
uint _m2;
uint _m3;
uint _m4;
uint _m5;
} _100;
layout(location = 0) in vec4 _54;
layout(location = 3) in vec2 _55;
layout(location = 4) flat out int _56;
layout(location = 3) out vec2 _57;
layout(location = 0) out vec4 _58;
layout(location = 1) out vec4 _59;
layout(location = 2) out vec4 _60;
int _88;
mat4 _90;
mat3 _92;
int _93;
int _94;
int _95;
float _97;
vec4 _42;
void _102()
{
int _106 = _88;
_90 = _70._m0[_106]._m0;
_92 = _70._m0[_106]._m1;
_93 = _70._m0[_106]._m2;
_94 = _70._m0[_106]._m3;
_95 = _70._m0[_106]._m4;
_97 = _70._m0[_106]._m5;
}
mat4 _135()
{
return _90;
}
vec4 _139()
{
vec4 _143 = _54;
return _143;
}
vec4 _148(mat4 _149, vec3 _150)
{
return (_149[0u] * _150.x) + ((_149[1u] * _150.y) + ((_149[2u] * _150.z) + _149[3u]));
}
vec4 _173()
{
mat4 _176 = _135();
vec3 _179 = _139().xyz;
mat4 _180 = _176;
vec3 _182 = _179;
return _148(_180, _182);
}
void _188(inout _185 _189)
{
_189._m0 = vec2(_55.x, 1.0 - _55.y);
_189._m1 = vec4(0.0);
_189._m2 = _173();
}
vec3 _206(mat4 _207, vec3 _208)
{
mat4 _210 = _207;
vec3 _212 = _208;
vec3 _216 = _148(_210, _212).xyz;
return _216;
}
void _218(inout _185 _219)
{
if (_82._m11 != 0u)
{
mat4 _231 = _82._m13;
vec3 _234 = _139().xyz;
mat4 _235 = _231;
vec3 _237 = _234;
_219._m1 = vec4(_206(_235, _237), 0.0);
}
}
mat4 _246()
{
return _80._m4[0u];
}
vec4 _251(_185 _252)
{
return _252._m2;
}
vec4 _22(vec4 _257)
{
uint _266 = _100._m3;
mediump uint mp_copy_266 = _266;
return vec4(mix(_257.xy, _257.yx, bvec2(_63)) * unpackSnorm4x8(mp_copy_266).zw, (((_100._m5 >> 20u) & 1u) != 0u) ? ((_257.z + _257.w) * 0.5) : _257.z, _257.w);
}
void main()
{
_56 = gl_InstanceIndex;
_88 = _56;
_102();
_185 _294;
_185 _295 = _294;
_188(_295);
_294 = _295;
_185 _300 = _294;
_185 _302 = _300;
_185 _303 = _302;
_218(_303);
_302 = _303;
_300 = _302;
_57 = _300._m0;
_58 = _300._m1;
_59.x = _300._m2.x;
_59.y = _300._m2.y;
_59.z = _300._m2.z;
_185 _323 = _300;
vec4 _327 = _246() * _251(_323);
_60 = _327;
_327.z = (_327.z * _80._m8.x) + (_327.w * _80._m8.y);
gl_Position = _327;
gl_Position = _22(gl_Position);
}
#version 320 es
precision mediump float;
precision highp int;
layout(constant_id = 1) const uint _62 = 0u;
struct _65
{
highp mat4 _m0;
highp mat3 _m1;
int _m2;
int _m3;
int _m4;
highp float _m5;
highp vec4 _m6[8];
};
struct _181
{
vec4 _m0;
vec4 _m1;
float _m2;
float _m3;
float _m4;
vec3 _m5;
};
const float _641[4] = float[](-0.01171875, 0.00390625, 0.01171875, -0.00390625);
layout(set = 2, binding = 0, std140) uniform _51_69
{
_65 _m0[64];
} _69;
layout(set = 2, binding = 1, std140) uniform _52_79
{
highp mat4 _m0;
highp mat4 _m1;
highp mat4 _m2;
highp mat4 _m3;
highp mat4 _m4[4];
highp mat4 _m5;
highp mat4 _m6;
highp vec4 _m7;
highp vec2 _m8;
highp float _m9;
highp float _m10;
highp vec4 _m11;
highp vec4 _m12;
highp vec2 _m13;
highp vec2 _m14;
float _m15;
float _m16;
vec2 _m17;
highp float _m18;
highp float _m19;
highp float _m20;
highp float _m21;
float _m22;
float _m23;
float _m24;
float _m25;
vec4 _m26;
mediump uvec3 _m27;
mediump int _m28;
vec2 _m29;
float _m30;
float _m31;
vec3 _m32[9];
highp vec3 _m33;
float _m34;
vec4 _m35;
vec4 _m36;
highp vec2 _m37;
mediump int _m38;
float _m39;
highp vec4 _m40;
mediump int _m41;
float _m42;
highp vec2 _m43;
float _m44;
float _m45;
float _m46;
mediump uint _m47;
highp vec3 _m48;
highp float _m49;
float _m50;
uint _m51;
highp float _m52;
highp float _m53;
vec3 _m54;
float _m55;
highp float _m56;
float _m57;
highp float _m58;
highp float _m59;
highp mat3 _m60;
highp mat4 _m61;
highp mat4 _m62;
float _m63;
float _m64;
float _m65;
float _m66;
highp vec4 _m67[4];
mediump int _m68;
float _m69;
float _m70;
float _m71;
vec4 _m72[40];
} _79;
layout(set = 2, binding = 2, std140) uniform _53_81
{
mat3 _m0;
float _m1;
float _m2;
uint _m3;
vec4 _m4;
vec2 _m5;
float _m6;
float _m7;
vec2 _m8;
vec2 _m9;
mat3 _m10;
uint _m11;
vec3 _m12;
mat4 _m13;
} _81;
layout(push_constant, std430) uniform _35_106
{
uvec2 _m0;
highp vec2 _m1;
uint _m2;
uint _m3;
uint _m4;
uint _m5;
} _106;
layout(set = 1, binding = 0) uniform mediump sampler2D _54;
layout(location = 3) in highp vec2 _55;
layout(location = 1) in highp vec4 _56;
layout(location = 2) in highp vec4 _57;
layout(location = 0) in highp vec4 _58;
layout(location = 4) flat in int _59;
layout(location = 0) out vec4 _60;
int _88;
highp mat4 _90;
highp mat3 _92;
int _93;
int _94;
int _95;
highp float _97;
highp vec3 _99;
vec3 _100;
highp vec2 _102;
float _103;
float _657;
uint _661;
void _108()
{
int _112 = _88;
_90 = _69._m0[_112]._m0;
_92 = _69._m0[_112]._m1;
_93 = _69._m0[_112]._m2;
_94 = _69._m0[_112]._m3;
_95 = _69._m0[_112]._m4;
_97 = _69._m0[_112]._m5;
}
bool _142()
{
return _79._m2[2u].w != 0.0;
}
void _148()
{
_99 = _56.xyz;
highp vec3 _153;
if (_142())
{
_153 = _79._m1[3u].xyz - _99;
}
else
{
_153 = _79._m1[2u].xyz;
}
highp vec3 _168 = _153;
_100 = normalize(_168);
_102 = (_57.xy * (0.5 / _57.w)) + vec2(0.5);
}
void _184(inout _181 _185)
{
_185._m0 = vec4(1.0);
_185._m1 = vec4(0.0, 0.0, 0.0, 1.0);
}
void _193(_181 _194)
{
}
highp vec2 _197()
{
return _55;
}
float _201(vec3 _202, vec3 _203)
{
vec3 _209 = _203 - abs(_202);
bool _215 = _209.x >= 0.0;
bool _216;
if (_215)
{
_216 = _209.y >= 0.0;
}
else
{
_216 = _215;
}
bool _225;
if (_216)
{
_225 = _209.z >= 0.0;
}
else
{
_225 = _216;
}
return float(_225);
}
float _239(highp vec2 _240, highp vec2 _241, highp float _242)
{
highp vec2 _252 = abs(_240) - ((_241 * 0.5) - vec2(_242));
float _259 = min(max(_252.x, _252.y), 0.0);
float _264 = length(max(_252, vec2(0.0)));
float _270 = (_259 + _264) - _242;
return _270;
}
float _272(highp vec2 _273, highp vec2 _274, highp float _275)
{
vec2 _281 = (_273 - vec2(0.5)) * _274;
highp vec2 _283 = _281;
highp vec2 _285 = _274;
highp float _287 = _275;
highp vec2 _288 = _283;
highp vec2 _290 = _285;
highp float _292 = _287;
return _239(_288, _290, _292);
}
float _296(highp vec2 _297, highp vec2 _298, highp float _299, highp vec2 _300, highp vec2 _301)
{
vec2 _309 = ((_297 - vec2(0.5)) * _298) + _301;
highp vec2 _311 = _309;
highp vec2 _313 = _300;
highp float _315 = _299;
highp vec2 _316 = _311;
highp vec2 _318 = _313;
highp float _320 = _315;
return _239(_316, _318, _320);
}
float _324(float _325)
{
return exp2(_325) - 1.0;
}
float _330(float _331)
{
float _335 = max(0.0, _331);
float _337 = _335;
float _338 = _337;
return (_324(_338) - (_335 * 0.693147003650665283203125)) * 3.25889110565185546875;
}
highp vec3 _348(highp vec3 _349)
{
float _353 = _349.x;
float _356 = _349.y;
float _359 = _349.z;
float _360 = _353;
float _363 = _356;
float _366 = _359;
highp vec3 _370 = vec3(_330(_360), _330(_363), _330(_366));
return _370;
}
highp vec3 _372(inout highp vec3 _373)
{
_373 = _81._m10 * _373;
return clamp(_373, vec3(0.0), vec3(1.0));
}
highp vec3 _384(inout highp vec3 _385)
{
highp vec3 _388 = _385;
highp vec3 _389 = _388;
_385 = _348(_389);
highp vec3 _393 = _385;
highp vec3 _394 = _393;
highp vec3 _396 = _372(_394);
_393 = _394;
highp vec3 _398 = _396;
_385 = _398;
return _385;
}
void _401(inout _181 _402)
{
float _497 = -0.00200000009499490261077880859375;
float _530 = -0.00200000009499490261077880859375;
_181 _404 = _402;
_193(_404);
highp vec2 _408 = _197();
highp vec3 _414 = vec3(_408.x, _408.y, 1.0);
highp vec3 _419 = _81._m0 * _414;
highp vec2 _425 = vec2(_419.x, _419.y);
vec4 _426;
if (_81._m3 != 0u)
{
_426 = _81._m4;
}
else
{
_426 = texture(_54, _425, _103);
}
vec4 _441 = _426;
vec3 _445 = max(_441.xyz, vec3(0.0));
_426.x = _445.x;
_426.y = _445.y;
_426.z = _445.z;
float _455;
if (_81._m11 != 0u)
{
vec3 _465 = _58.xyz;
vec3 _470 = _81._m12;
vec3 _471 = _465;
vec3 _473 = _470;
_455 = _201(_471, _473);
}
else
{
_455 = 1.0;
}
float _477 = _455;
highp vec2 _479 = _197();
highp vec2 _483 = _81._m5;
highp float _487 = _81._m6;
highp vec2 _488 = _479;
highp vec2 _490 = _483;
highp float _492 = _487;
float _495 = _272(_488, _490, _492);
float _502 = 1.0 - smoothstep(_497, 0.0, _495);
highp vec2 _504 = _197();
highp vec2 _507 = _81._m5;
highp float _511 = _81._m7;
highp vec2 _514 = _81._m8;
highp vec2 _517 = _81._m9;
highp vec2 _518 = _504;
highp vec2 _520 = _507;
highp float _522 = _511;
highp vec2 _524 = _514;
highp vec2 _526 = _517;
float _529 = _296(_518, _520, _522, _524, _526);
float _535 = 1.0 - smoothstep(_530, 0.0, _529);
highp vec3 _538 = _426.xyz;
highp vec3 _539 = _538;
highp vec3 _541 = _384(_539);
_538 = _539;
highp vec3 _543 = _541;
highp vec3 _545 = _543;
_402._m0 = ((((vec4(_545, _426.w) * _81._m1) * _81._m2) * _477) * _502) * _535;
}
void _567(vec4 _568)
{
}
void _571(_181 _572, vec4 _573)
{
}
vec4 _576(vec4 _577)
{
return _577;
}
vec4 _581(_181 _582)
{
vec4 _586 = _582._m0;
vec4 _588 = _586;
_181 _589 = _582;
vec4 _591 = _588;
_571(_589, _591);
_586 = _588;
vec4 _596 = _586;
vec4 _597 = _596;
return _576(_597);
}
void main()
{
vec3 _662 = vec3(0.0);
_103 = _79._m15;
_88 = _59;
_108();
_148();
_181 _608;
_181 _609 = _608;
_184(_609);
_608 = _609;
_181 _614 = _608;
_181 _616 = _614;
_181 _617 = _616;
_401(_617);
_616 = _617;
_614 = _616;
vec4 _624 = _614._m0;
vec4 _625 = _624;
_567(_625);
_614._m0 = _624;
_181 _630 = _614;
_60 = _581(_630);
if (_62 != 0u)
{
_657 = _641[((uint(gl_FragCoord.x) & 1u) << 1u) | (uint(gl_FragCoord.y) & 1u)];
_661 = (_62 >> 0u) & 3u;
switch (_661)
{
case 1u:
{
_662 = vec3(_657 * 2.0);
break;
}
case 2u:
{
_662 = vec3(_657);
break;
}
case 3u:
{
_662 = vec3(_657, _657 * 0.5, _657);
break;
}
}
vec3 _682 = _60.xyz + _662;
_60 = vec4(_682.x, _682.y, _682.z, _60.w);
}
}
More system information:
Operating System: Windows 10 Enterprise 64-bit (10.0, Build 19045)
I hope this is helpful enough to identify the possible issue, let me know if you need any other information.
Thanks