hlsl.format.rwtexture.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:30 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Function Parameters: 0:? Sequence 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: 0:33 1.000000 0:33 1.000000 0:33 1.000000 0:33 1.000000 0:34 move second child to first child ( temp float) 0:34 Depth: direct index for structure ( temp float) 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Function Definition: main( ( temp void) 0:30 Function Parameters: 0:? Sequence 0:30 Sequence 0:30 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:30 Color: direct index for structure ( temp 4-component vector of float) 0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Constant: 0:30 0 (const int) 0:30 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:30 Depth: direct index for structure ( temp float) 0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Constant: 0:30 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:? 'g_tTex1di4' (layout( rg32f) uniform iimage1D) 0:? 'g_tTex1du4' (layout( rgba8_snorm) uniform uimage1D) 0:? 'g_tTex2df4' (layout( rgba8i) uniform image2D) 0:? 'g_tTex2di4' (layout( r11f_g11f_b10f) uniform iimage2D) 0:? 'g_tTex2du4' (layout( r8_snorm) uniform uimage2D) 0:? 'g_tTex3df4' (layout( rg8) uniform image3D) 0:? 'g_tTex3di4' (layout( rgba16i) uniform iimage3D) 0:? 'g_tTex3du4' (layout( r8i) uniform uimage3D) 0:? 'g_tTex1df4a' (layout( rgba8ui) uniform image1DArray) 0:? 'g_tTex1di4a' (layout( rg32ui) uniform iimage1DArray) 0:? 'g_tTex1du4a' (layout( r16ui) uniform uimage1DArray) 0:? 'g_tTex2df4a' (layout( rgb10_a2ui) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( r8ui) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba16f) uniform uimage2DArray) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:30 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Function Parameters: 0:? Sequence 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: 0:33 1.000000 0:33 1.000000 0:33 1.000000 0:33 1.000000 0:34 move second child to first child ( temp float) 0:34 Depth: direct index for structure ( temp float) 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Function Definition: main( ( temp void) 0:30 Function Parameters: 0:? Sequence 0:30 Sequence 0:30 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:30 Color: direct index for structure ( temp 4-component vector of float) 0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Constant: 0:30 0 (const int) 0:30 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:30 Depth: direct index for structure ( temp float) 0:30 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:30 Constant: 0:30 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:? 'g_tTex1di4' (layout( rg32f) uniform iimage1D) 0:? 'g_tTex1du4' (layout( rgba8_snorm) uniform uimage1D) 0:? 'g_tTex2df4' (layout( rgba8i) uniform image2D) 0:? 'g_tTex2di4' (layout( r11f_g11f_b10f) uniform iimage2D) 0:? 'g_tTex2du4' (layout( r8_snorm) uniform uimage2D) 0:? 'g_tTex3df4' (layout( rg8) uniform image3D) 0:? 'g_tTex3di4' (layout( rgba16i) uniform iimage3D) 0:? 'g_tTex3du4' (layout( r8i) uniform uimage3D) 0:? 'g_tTex1df4a' (layout( rgba8ui) uniform image1DArray) 0:? 'g_tTex1di4a' (layout( rg32ui) uniform iimage1DArray) 0:? 'g_tTex1du4a' (layout( r16ui) uniform uimage1DArray) 0:? 'g_tTex2df4a' (layout( rgb10_a2ui) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( r8ui) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba16f) uniform uimage2DArray) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80007 // Id's are bound by 85 Capability Shader Capability Image1D Capability StorageImageExtendedFormats 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 29 33 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" MemberName 8(PS_OUTPUT) 1 "Depth" Name 10 "@main(" Name 13 "psout" Name 26 "flattenTemp" Name 29 "@entryPointOutput.Color" Name 33 "@entryPointOutput.Depth" Name 38 "g_sSamp" Name 41 "g_tTex1df4" Name 44 "g_tTex1di4" Name 48 "g_tTex1du4" Name 51 "g_tTex2df4" Name 54 "g_tTex2di4" Name 57 "g_tTex2du4" Name 60 "g_tTex3df4" Name 63 "g_tTex3di4" Name 66 "g_tTex3du4" Name 69 "g_tTex1df4a" Name 72 "g_tTex1di4a" Name 75 "g_tTex1du4a" Name 78 "g_tTex2df4a" Name 81 "g_tTex2di4a" Name 84 "g_tTex2du4a" Decorate 29(@entryPointOutput.Color) Location 0 Decorate 33(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 38(g_sSamp) DescriptorSet 0 Decorate 38(g_sSamp) Binding 0 Decorate 41(g_tTex1df4) DescriptorSet 0 Decorate 41(g_tTex1df4) Binding 0 Decorate 44(g_tTex1di4) DescriptorSet 0 Decorate 44(g_tTex1di4) Binding 0 Decorate 48(g_tTex1du4) DescriptorSet 0 Decorate 48(g_tTex1du4) Binding 0 Decorate 51(g_tTex2df4) DescriptorSet 0 Decorate 51(g_tTex2df4) Binding 0 Decorate 54(g_tTex2di4) DescriptorSet 0 Decorate 54(g_tTex2di4) Binding 0 Decorate 57(g_tTex2du4) DescriptorSet 0 Decorate 57(g_tTex2du4) Binding 0 Decorate 60(g_tTex3df4) DescriptorSet 0 Decorate 60(g_tTex3df4) Binding 0 Decorate 63(g_tTex3di4) DescriptorSet 0 Decorate 63(g_tTex3di4) Binding 0 Decorate 66(g_tTex3du4) DescriptorSet 0 Decorate 66(g_tTex3du4) Binding 0 Decorate 69(g_tTex1df4a) DescriptorSet 0 Decorate 69(g_tTex1df4a) Binding 0 Decorate 72(g_tTex1di4a) DescriptorSet 0 Decorate 72(g_tTex1di4a) Binding 0 Decorate 75(g_tTex1du4a) DescriptorSet 0 Decorate 75(g_tTex1du4a) Binding 0 Decorate 78(g_tTex2df4a) DescriptorSet 0 Decorate 78(g_tTex2df4a) Binding 0 Decorate 81(g_tTex2di4a) DescriptorSet 0 Decorate 81(g_tTex2di4a) Binding 0 Decorate 84(g_tTex2du4a) DescriptorSet 0 Decorate 84(g_tTex2du4a) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 9: TypeFunction 8(PS_OUTPUT) 12: TypePointer Function 8(PS_OUTPUT) 14: TypeInt 32 1 15: 14(int) Constant 0 16: 6(float) Constant 1065353216 17: 7(fvec4) ConstantComposite 16 16 16 16 18: TypePointer Function 7(fvec4) 20: 14(int) Constant 1 21: TypePointer Function 6(float) 28: TypePointer Output 7(fvec4) 29(@entryPointOutput.Color): 28(ptr) Variable Output 32: TypePointer Output 6(float) 33(@entryPointOutput.Depth): 32(ptr) Variable Output 36: TypeSampler 37: TypePointer UniformConstant 36 38(g_sSamp): 37(ptr) Variable UniformConstant 39: TypeImage 6(float) 1D nonsampled format:Rgba32f 40: TypePointer UniformConstant 39 41(g_tTex1df4): 40(ptr) Variable UniformConstant 42: TypeImage 14(int) 1D nonsampled format:Rg32f 43: TypePointer UniformConstant 42 44(g_tTex1di4): 43(ptr) Variable UniformConstant 45: TypeInt 32 0 46: TypeImage 45(int) 1D nonsampled format:Rgba8Snorm 47: TypePointer UniformConstant 46 48(g_tTex1du4): 47(ptr) Variable UniformConstant 49: TypeImage 6(float) 2D nonsampled format:Rgba8i 50: TypePointer UniformConstant 49 51(g_tTex2df4): 50(ptr) Variable UniformConstant 52: TypeImage 14(int) 2D nonsampled format:R11fG11fB10f 53: TypePointer UniformConstant 52 54(g_tTex2di4): 53(ptr) Variable UniformConstant 55: TypeImage 45(int) 2D nonsampled format:R8Snorm 56: TypePointer UniformConstant 55 57(g_tTex2du4): 56(ptr) Variable UniformConstant 58: TypeImage 6(float) 3D nonsampled format:Rg8 59: TypePointer UniformConstant 58 60(g_tTex3df4): 59(ptr) Variable UniformConstant 61: TypeImage 14(int) 3D nonsampled format:Rgba16i 62: TypePointer UniformConstant 61 63(g_tTex3di4): 62(ptr) Variable UniformConstant 64: TypeImage 45(int) 3D nonsampled format:R8i 65: TypePointer UniformConstant 64 66(g_tTex3du4): 65(ptr) Variable UniformConstant 67: TypeImage 6(float) 1D array nonsampled format:Rgba8ui 68: TypePointer UniformConstant 67 69(g_tTex1df4a): 68(ptr) Variable UniformConstant 70: TypeImage 14(int) 1D array nonsampled format:Rg32ui 71: TypePointer UniformConstant 70 72(g_tTex1di4a): 71(ptr) Variable UniformConstant 73: TypeImage 45(int) 1D array nonsampled format:R16ui 74: TypePointer UniformConstant 73 75(g_tTex1du4a): 74(ptr) Variable UniformConstant 76: TypeImage 6(float) 2D array nonsampled format:Rgb10a2ui 77: TypePointer UniformConstant 76 78(g_tTex2df4a): 77(ptr) Variable UniformConstant 79: TypeImage 14(int) 2D array nonsampled format:R8ui 80: TypePointer UniformConstant 79 81(g_tTex2di4a): 80(ptr) Variable UniformConstant 82: TypeImage 45(int) 2D array nonsampled format:Rgba16f 83: TypePointer UniformConstant 82 84(g_tTex2du4a): 83(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 26(flattenTemp): 12(ptr) Variable Function 27:8(PS_OUTPUT) FunctionCall 10(@main() Store 26(flattenTemp) 27 30: 18(ptr) AccessChain 26(flattenTemp) 15 31: 7(fvec4) Load 30 Store 29(@entryPointOutput.Color) 31 34: 21(ptr) AccessChain 26(flattenTemp) 20 35: 6(float) Load 34 Store 33(@entryPointOutput.Depth) 35 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 13(psout): 12(ptr) Variable Function 19: 18(ptr) AccessChain 13(psout) 15 Store 19 17 22: 21(ptr) AccessChain 13(psout) 20 Store 22 16 23:8(PS_OUTPUT) Load 13(psout) ReturnValue 23 FunctionEnd