hlsl.inoutquals.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: MyFunc(f1;f1;f1; ( temp void) 0:8 Function Parameters: 0:8 'x' ( in float) 0:8 'y' ( out float) 0:8 'z' ( inout float) 0:? Sequence 0:9 move second child to first child ( temp float) 0:9 'y' ( out float) 0:9 'x' ( in float) 0:10 move second child to first child ( temp float) 0:10 'z' ( inout float) 0:10 'y' ( out float) 0:11 move second child to first child ( temp float) 0:11 'x' ( in float) 0:11 Constant: 0:11 -1.000000 0:15 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:15 'inpos' ( in 4-component vector of float) 0:15 'sampleMask' ( out int) 0:? Sequence 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'x' ( temp float) 0:18 Constant: 0:18 7.000000 0:18 move second child to first child ( temp float) 0:18 'z' ( temp float) 0:18 Constant: 0:18 3.000000 0:19 Function Call: MyFunc(f1;f1;f1; ( temp void) 0:19 'x' ( temp float) 0:19 'y' ( temp float) 0:19 'z' ( temp float) 0:21 move second child to first child ( temp 4-component vector of float) 0:21 Color: direct index for structure ( temp 4-component vector of float) 0:21 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:21 Constant: 0:21 0 (const int) 0:? Construct vec4 ( temp 4-component vector of float) 0:21 'x' ( temp float) 0:21 'y' ( temp float) 0:21 'z' ( temp float) 0:21 Constant: 0:21 1.000000 0:22 move second child to first child ( temp float) 0:22 Depth: direct index for structure ( temp float) 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 1 (const int) 0:22 direct index ( temp float) 0:22 'inpos' ( in 4-component vector of float) 0:22 Constant: 0:22 3 (const int) 0:24 Branch: Return with expression 0:24 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:? 'inpos' ( temp 4-component vector of float) 0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:15 Sequence 0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:? 'inpos' ( temp 4-component vector of float) 0:? 'sampleMask' ( temp int) 0:15 move second child to first child ( temp 4-component vector of float) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:15 Color: direct index for structure ( temp 4-component vector of float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 0 (const int) 0:15 move second child to first child ( temp float) 0:? 'Depth' ( out float FragDepth) 0:15 Depth: direct index for structure ( temp float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 1 (const int) 0:15 move second child to first child ( temp int) 0:? 'sampleMask' ( out int SampleMaskIn) 0:? 'sampleMask' ( temp int) 0:? Linker Objects 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) 0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:? 'sampleMask' ( out int SampleMaskIn) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: MyFunc(f1;f1;f1; ( temp void) 0:8 Function Parameters: 0:8 'x' ( in float) 0:8 'y' ( out float) 0:8 'z' ( inout float) 0:? Sequence 0:9 move second child to first child ( temp float) 0:9 'y' ( out float) 0:9 'x' ( in float) 0:10 move second child to first child ( temp float) 0:10 'z' ( inout float) 0:10 'y' ( out float) 0:11 move second child to first child ( temp float) 0:11 'x' ( in float) 0:11 Constant: 0:11 -1.000000 0:15 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:15 'inpos' ( in 4-component vector of float) 0:15 'sampleMask' ( out int) 0:? Sequence 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'x' ( temp float) 0:18 Constant: 0:18 7.000000 0:18 move second child to first child ( temp float) 0:18 'z' ( temp float) 0:18 Constant: 0:18 3.000000 0:19 Function Call: MyFunc(f1;f1;f1; ( temp void) 0:19 'x' ( temp float) 0:19 'y' ( temp float) 0:19 'z' ( temp float) 0:21 move second child to first child ( temp 4-component vector of float) 0:21 Color: direct index for structure ( temp 4-component vector of float) 0:21 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:21 Constant: 0:21 0 (const int) 0:? Construct vec4 ( temp 4-component vector of float) 0:21 'x' ( temp float) 0:21 'y' ( temp float) 0:21 'z' ( temp float) 0:21 Constant: 0:21 1.000000 0:22 move second child to first child ( temp float) 0:22 Depth: direct index for structure ( temp float) 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 1 (const int) 0:22 direct index ( temp float) 0:22 'inpos' ( in 4-component vector of float) 0:22 Constant: 0:22 3 (const int) 0:24 Branch: Return with expression 0:24 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:? 'inpos' ( temp 4-component vector of float) 0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:15 Sequence 0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:? 'inpos' ( temp 4-component vector of float) 0:? 'sampleMask' ( temp int) 0:15 move second child to first child ( temp 4-component vector of float) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:15 Color: direct index for structure ( temp 4-component vector of float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 0 (const int) 0:15 move second child to first child ( temp float) 0:? 'Depth' ( out float FragDepth) 0:15 Depth: direct index for structure ( temp float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 1 (const int) 0:15 move second child to first child ( temp int) 0:? 'sampleMask' ( out int SampleMaskIn) 0:? 'sampleMask' ( temp int) 0:? Linker Objects 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) 0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:? 'sampleMask' ( out int SampleMaskIn) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 80 Capability Shader Capability SampleRateShading 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 60 70 74 78 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 12 "MyFunc(f1;f1;f1;" Name 9 "x" Name 10 "y" Name 11 "z" Name 18 "PS_OUTPUT" MemberName 18(PS_OUTPUT) 0 "Color" MemberName 18(PS_OUTPUT) 1 "Depth" Name 22 "@main(vf4;i1;" Name 20 "inpos" Name 21 "sampleMask" Name 27 "x" Name 29 "z" Name 31 "y" Name 32 "param" Name 34 "param" Name 35 "param" Name 41 "psout" Name 58 "inpos" Name 60 "inpos" Name 62 "flattenTemp" Name 63 "sampleMask" Name 64 "param" Name 66 "param" Name 70 "Color" Name 74 "Depth" Name 78 "sampleMask" Decorate 60(inpos) NoPerspective Decorate 60(inpos) BuiltIn FragCoord Decorate 70(Color) Location 0 Decorate 74(Depth) BuiltIn FragDepth Decorate 78(sampleMask) BuiltIn SampleMask 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypePointer Function 6(float) 8: TypeFunction 2 7(ptr) 7(ptr) 7(ptr) 14: TypeVector 6(float) 4 15: TypePointer Function 14(fvec4) 16: TypeInt 32 1 17: TypePointer Function 16(int) 18(PS_OUTPUT): TypeStruct 14(fvec4) 6(float) 19: TypeFunction 18(PS_OUTPUT) 15(ptr) 17(ptr) 26: 6(float) Constant 3212836864 28: 6(float) Constant 1088421888 30: 6(float) Constant 1077936128 40: TypePointer Function 18(PS_OUTPUT) 42: 16(int) Constant 0 46: 6(float) Constant 1065353216 49: 16(int) Constant 1 50: TypeInt 32 0 51: 50(int) Constant 3 59: TypePointer Input 14(fvec4) 60(inpos): 59(ptr) Variable Input 69: TypePointer Output 14(fvec4) 70(Color): 69(ptr) Variable Output 73: TypePointer Output 6(float) 74(Depth): 73(ptr) Variable Output 77: TypePointer Output 16(int) 78(sampleMask): 77(ptr) Variable Output 4(main): 2 Function None 3 5: Label 58(inpos): 15(ptr) Variable Function 62(flattenTemp): 40(ptr) Variable Function 63(sampleMask): 17(ptr) Variable Function 64(param): 15(ptr) Variable Function 66(param): 17(ptr) Variable Function 61: 14(fvec4) Load 60(inpos) Store 58(inpos) 61 65: 14(fvec4) Load 58(inpos) Store 64(param) 65 67:18(PS_OUTPUT) FunctionCall 22(@main(vf4;i1;) 64(param) 66(param) 68: 16(int) Load 66(param) Store 63(sampleMask) 68 Store 62(flattenTemp) 67 71: 15(ptr) AccessChain 62(flattenTemp) 42 72: 14(fvec4) Load 71 Store 70(Color) 72 75: 7(ptr) AccessChain 62(flattenTemp) 49 76: 6(float) Load 75 Store 74(Depth) 76 79: 16(int) Load 63(sampleMask) Store 78(sampleMask) 79 Return FunctionEnd 12(MyFunc(f1;f1;f1;): 2 Function None 8 9(x): 7(ptr) FunctionParameter 10(y): 7(ptr) FunctionParameter 11(z): 7(ptr) FunctionParameter 13: Label 24: 6(float) Load 9(x) Store 10(y) 24 25: 6(float) Load 10(y) Store 11(z) 25 Store 9(x) 26 Return FunctionEnd 22(@main(vf4;i1;):18(PS_OUTPUT) Function None 19 20(inpos): 15(ptr) FunctionParameter 21(sampleMask): 17(ptr) FunctionParameter 23: Label 27(x): 7(ptr) Variable Function 29(z): 7(ptr) Variable Function 31(y): 7(ptr) Variable Function 32(param): 7(ptr) Variable Function 34(param): 7(ptr) Variable Function 35(param): 7(ptr) Variable Function 41(psout): 40(ptr) Variable Function Store 27(x) 28 Store 29(z) 30 33: 6(float) Load 27(x) Store 32(param) 33 36: 6(float) Load 29(z) Store 35(param) 36 37: 2 FunctionCall 12(MyFunc(f1;f1;f1;) 32(param) 34(param) 35(param) 38: 6(float) Load 34(param) Store 31(y) 38 39: 6(float) Load 35(param) Store 29(z) 39 43: 6(float) Load 27(x) 44: 6(float) Load 31(y) 45: 6(float) Load 29(z) 47: 14(fvec4) CompositeConstruct 43 44 45 46 48: 15(ptr) AccessChain 41(psout) 42 Store 48 47 52: 7(ptr) AccessChain 20(inpos) 51 53: 6(float) Load 52 54: 7(ptr) AccessChain 41(psout) 49 Store 54 53 55:18(PS_OUTPUT) Load 41(psout) ReturnValue 55 FunctionEnd