| hlsl.typedef.frag |
| Shader version: 500 |
| gl_FragCoord origin is upper left |
| 0:? Sequence |
| 0:4 Function Definition: @ShaderFunction(vf4;i1; ( temp 4-component vector of float) |
| 0:4 Function Parameters: |
| 0:4 'input' ( in 4-component vector of float) |
| 0:4 'ii' ( in int) |
| 0:? Sequence |
| 0:6 Sequence |
| 0:6 move second child to first child ( temp 4-component vector of float) |
| 0:6 'a1' ( temp 4-component vector of float) |
| 0:6 Constant: |
| 0:6 1.000000 |
| 0:6 1.000000 |
| 0:6 1.000000 |
| 0:6 1.000000 |
| 0:7 Sequence |
| 0:7 move second child to first child ( temp int) |
| 0:7 'i' ( temp int) |
| 0:7 Constant: |
| 0:7 2 (const int) |
| 0:9 Sequence |
| 0:9 move second child to first child ( temp int) |
| 0:9 'j' ( temp int) |
| 0:9 'ii' ( in int) |
| 0:10 Branch: Return with expression |
| 0:10 add ( temp 4-component vector of float) |
| 0:10 component-wise multiply ( temp 4-component vector of float) |
| 0:10 'input' ( in 4-component vector of float) |
| 0:10 'a1' ( temp 4-component vector of float) |
| 0:10 Construct vec4 ( uniform 4-component vector of float) |
| 0:10 Convert int to float ( temp float) |
| 0:10 add ( temp int) |
| 0:10 'i' ( temp int) |
| 0:10 'j' ( temp int) |
| 0:4 Function Definition: ShaderFunction( ( temp void) |
| 0:4 Function Parameters: |
| 0:? Sequence |
| 0:4 move second child to first child ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:4 move second child to first child ( temp int) |
| 0:? 'ii' ( temp int) |
| 0:? 'ii' (layout( location=1) flat in int) |
| 0:4 move second child to first child ( temp 4-component vector of float) |
| 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) |
| 0:4 Function Call: @ShaderFunction(vf4;i1; ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? 'ii' ( temp int) |
| 0:? Linker Objects |
| 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:? 'ii' (layout( location=1) flat in int) |
| |
| |
| Linked fragment stage: |
| |
| |
| Shader version: 500 |
| gl_FragCoord origin is upper left |
| 0:? Sequence |
| 0:4 Function Definition: @ShaderFunction(vf4;i1; ( temp 4-component vector of float) |
| 0:4 Function Parameters: |
| 0:4 'input' ( in 4-component vector of float) |
| 0:4 'ii' ( in int) |
| 0:? Sequence |
| 0:6 Sequence |
| 0:6 move second child to first child ( temp 4-component vector of float) |
| 0:6 'a1' ( temp 4-component vector of float) |
| 0:6 Constant: |
| 0:6 1.000000 |
| 0:6 1.000000 |
| 0:6 1.000000 |
| 0:6 1.000000 |
| 0:7 Sequence |
| 0:7 move second child to first child ( temp int) |
| 0:7 'i' ( temp int) |
| 0:7 Constant: |
| 0:7 2 (const int) |
| 0:9 Sequence |
| 0:9 move second child to first child ( temp int) |
| 0:9 'j' ( temp int) |
| 0:9 'ii' ( in int) |
| 0:10 Branch: Return with expression |
| 0:10 add ( temp 4-component vector of float) |
| 0:10 component-wise multiply ( temp 4-component vector of float) |
| 0:10 'input' ( in 4-component vector of float) |
| 0:10 'a1' ( temp 4-component vector of float) |
| 0:10 Construct vec4 ( uniform 4-component vector of float) |
| 0:10 Convert int to float ( temp float) |
| 0:10 add ( temp int) |
| 0:10 'i' ( temp int) |
| 0:10 'j' ( temp int) |
| 0:4 Function Definition: ShaderFunction( ( temp void) |
| 0:4 Function Parameters: |
| 0:? Sequence |
| 0:4 move second child to first child ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:4 move second child to first child ( temp int) |
| 0:? 'ii' ( temp int) |
| 0:? 'ii' (layout( location=1) flat in int) |
| 0:4 move second child to first child ( temp 4-component vector of float) |
| 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) |
| 0:4 Function Call: @ShaderFunction(vf4;i1; ( temp 4-component vector of float) |
| 0:? 'input' ( temp 4-component vector of float) |
| 0:? 'ii' ( temp int) |
| 0:? Linker Objects |
| 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) |
| 0:? 'input' (layout( location=0) in 4-component vector of float) |
| 0:? 'ii' (layout( location=1) flat in int) |
| |
| // Module Version 10000 |
| // Generated by (magic number): 80008 |
| // Id's are bound by 49 |
| |
| Capability Shader |
| 1: ExtInstImport "GLSL.std.450" |
| MemoryModel Logical GLSL450 |
| EntryPoint Fragment 4 "ShaderFunction" 36 40 43 |
| ExecutionMode 4 OriginUpperLeft |
| Source HLSL 500 |
| Name 4 "ShaderFunction" |
| Name 14 "@ShaderFunction(vf4;i1;" |
| Name 12 "input" |
| Name 13 "ii" |
| Name 16 "a1" |
| Name 19 "i" |
| Name 21 "j" |
| Name 34 "input" |
| Name 36 "input" |
| Name 38 "ii" |
| Name 40 "ii" |
| Name 43 "@entryPointOutput" |
| Name 44 "param" |
| Name 46 "param" |
| Decorate 36(input) Location 0 |
| Decorate 40(ii) Flat |
| Decorate 40(ii) Location 1 |
| Decorate 43(@entryPointOutput) Location 0 |
| 2: TypeVoid |
| 3: TypeFunction 2 |
| 6: TypeFloat 32 |
| 7: TypeVector 6(float) 4 |
| 8: TypePointer Function 7(fvec4) |
| 9: TypeInt 32 1 |
| 10: TypePointer Function 9(int) |
| 11: TypeFunction 7(fvec4) 8(ptr) 10(ptr) |
| 17: 6(float) Constant 1065353216 |
| 18: 7(fvec4) ConstantComposite 17 17 17 17 |
| 20: 9(int) Constant 2 |
| 35: TypePointer Input 7(fvec4) |
| 36(input): 35(ptr) Variable Input |
| 39: TypePointer Input 9(int) |
| 40(ii): 39(ptr) Variable Input |
| 42: TypePointer Output 7(fvec4) |
| 43(@entryPointOutput): 42(ptr) Variable Output |
| 4(ShaderFunction): 2 Function None 3 |
| 5: Label |
| 34(input): 8(ptr) Variable Function |
| 38(ii): 10(ptr) Variable Function |
| 44(param): 8(ptr) Variable Function |
| 46(param): 10(ptr) Variable Function |
| 37: 7(fvec4) Load 36(input) |
| Store 34(input) 37 |
| 41: 9(int) Load 40(ii) |
| Store 38(ii) 41 |
| 45: 7(fvec4) Load 34(input) |
| Store 44(param) 45 |
| 47: 9(int) Load 38(ii) |
| Store 46(param) 47 |
| 48: 7(fvec4) FunctionCall 14(@ShaderFunction(vf4;i1;) 44(param) 46(param) |
| Store 43(@entryPointOutput) 48 |
| Return |
| FunctionEnd |
| 14(@ShaderFunction(vf4;i1;): 7(fvec4) Function None 11 |
| 12(input): 8(ptr) FunctionParameter |
| 13(ii): 10(ptr) FunctionParameter |
| 15: Label |
| 16(a1): 8(ptr) Variable Function |
| 19(i): 10(ptr) Variable Function |
| 21(j): 10(ptr) Variable Function |
| Store 16(a1) 18 |
| Store 19(i) 20 |
| 22: 9(int) Load 13(ii) |
| Store 21(j) 22 |
| 23: 7(fvec4) Load 12(input) |
| 24: 7(fvec4) Load 16(a1) |
| 25: 7(fvec4) FMul 23 24 |
| 26: 9(int) Load 19(i) |
| 27: 9(int) Load 21(j) |
| 28: 9(int) IAdd 26 27 |
| 29: 6(float) ConvertSToF 28 |
| 30: 7(fvec4) CompositeConstruct 29 29 29 29 |
| 31: 7(fvec4) FAdd 25 30 |
| ReturnValue 31 |
| FunctionEnd |