hlsl.struct.split-1.vert Shader version: 450 0:? Sequence 0:17 Function Definition: main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out}) 0:17 Function Parameters: 0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:17 'Pos_loose' (in 4-component vector of float Position) 0:? Sequence 0:20 move second child to first child (temp int) 0:20 x0_out: direct index for structure (temp int) 0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:20 Constant: 0:20 0 (const int) 0:? 'x0_in' (layout(location=0 ) in int) 0:21 move second child to first child (temp 4-component vector of float) 0:21 Pos_out: direct index for structure (temp 4-component vector of float) 0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:21 Constant: 0:21 1 (const int) 0:21 add (temp 4-component vector of float) 0:? 'Pos_in' (in 4-component vector of float Position) 0:21 'Pos_loose' (in 4-component vector of float Position) 0:22 move second child to first child (temp int) 0:22 x1_out: direct index for structure (temp int) 0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 2 (const int) 0:? 'x1_in' (layout(location=1 ) in int) 0:24 Sequence 0:24 Sequence 0:24 move second child to first child (temp int) 0:24 x0_out: direct index for structure (temp int) 0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) 0:24 Constant: 0:24 0 (const int) 0:24 x0_out: direct index for structure (temp int) 0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:24 Constant: 0:24 0 (const int) 0:24 move second child to first child (temp 4-component vector of float) 0:? 'Pos_out' (out 4-component vector of float Position) 0:24 Pos_out: direct index for structure (temp 4-component vector of float) 0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:24 Constant: 0:24 1 (const int) 0:24 move second child to first child (temp int) 0:24 x1_out: direct index for structure (temp int) 0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) 0:24 Constant: 0:24 1 (const int) 0:24 x1_out: direct index for structure (temp int) 0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:24 Constant: 0:24 2 (const int) 0:24 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) 0:? 'x0_in' (layout(location=0 ) in int) 0:? 'Pos_in' (in 4-component vector of float Position) 0:? 'x1_in' (layout(location=1 ) in int) 0:? 'Pos_loose' (in 4-component vector of float Position) 0:? 'PerVertex_out' (out block{out 4-component vector of float Position Pos_out}) Linked vertex stage: Shader version: 450 0:? Sequence 0:17 Function Definition: main(struct-VS_INPUT-i1-vf4-i11;vf4; (temp structure{temp int x0_out, temp 4-component vector of float Position Pos_out, temp int x1_out}) 0:17 Function Parameters: 0:17 'vsin' (in structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in}) 0:17 'Pos_loose' (in 4-component vector of float Position) 0:? Sequence 0:20 move second child to first child (temp int) 0:20 x0_out: direct index for structure (temp int) 0:20 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:20 Constant: 0:20 0 (const int) 0:? 'x0_in' (layout(location=0 ) in int) 0:21 move second child to first child (temp 4-component vector of float) 0:21 Pos_out: direct index for structure (temp 4-component vector of float) 0:21 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:21 Constant: 0:21 1 (const int) 0:21 add (temp 4-component vector of float) 0:? 'Pos_in' (in 4-component vector of float Position) 0:21 'Pos_loose' (in 4-component vector of float Position) 0:22 move second child to first child (temp int) 0:22 x1_out: direct index for structure (temp int) 0:22 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:22 Constant: 0:22 2 (const int) 0:? 'x1_in' (layout(location=1 ) in int) 0:24 Sequence 0:24 Sequence 0:24 move second child to first child (temp int) 0:24 x0_out: direct index for structure (temp int) 0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) 0:24 Constant: 0:24 0 (const int) 0:24 x0_out: direct index for structure (temp int) 0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:24 Constant: 0:24 0 (const int) 0:24 move second child to first child (temp 4-component vector of float) 0:? 'Pos_out' (out 4-component vector of float Position) 0:24 Pos_out: direct index for structure (temp 4-component vector of float) 0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:24 Constant: 0:24 1 (const int) 0:24 move second child to first child (temp int) 0:24 x1_out: direct index for structure (temp int) 0:24 '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) 0:24 Constant: 0:24 1 (const int) 0:24 x1_out: direct index for structure (temp int) 0:24 'vsout' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out}) 0:24 Constant: 0:24 2 (const int) 0:24 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out}) 0:? 'x0_in' (layout(location=0 ) in int) 0:? 'Pos_in' (in 4-component vector of float Position) 0:? 'x1_in' (layout(location=1 ) in int) 0:? 'Pos_loose' (in 4-component vector of float Position) 0:? 'PerVertex_out' (out block{out 4-component vector of float Position Pos_out}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 49 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 14 20 22 28 33 39 48 Name 4 "main" Name 9 "VS_OUTPUT" MemberName 9(VS_OUTPUT) 0 "x0_out" MemberName 9(VS_OUTPUT) 1 "Pos_out" MemberName 9(VS_OUTPUT) 2 "x1_out" Name 11 "vsout" Name 14 "x0_in" Name 20 "Pos_in" Name 22 "Pos_loose" Name 28 "x1_in" Name 31 "VS_OUTPUT" MemberName 31(VS_OUTPUT) 0 "x0_out" MemberName 31(VS_OUTPUT) 1 "x1_out" Name 33 "@entryPointOutput" Name 39 "Pos_out" Name 46 "PerVertex_out" MemberName 46(PerVertex_out) 0 "Pos_out" Name 48 "PerVertex_out" Decorate 14(x0_in) Location 0 Decorate 20(Pos_in) BuiltIn Position Decorate 22(Pos_loose) BuiltIn Position Decorate 28(x1_in) Location 1 Decorate 33(@entryPointOutput) Location 0 Decorate 39(Pos_out) BuiltIn Position MemberDecorate 46(PerVertex_out) 0 BuiltIn Position Decorate 46(PerVertex_out) Block 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 7: TypeFloat 32 8: TypeVector 7(float) 4 9(VS_OUTPUT): TypeStruct 6(int) 8(fvec4) 6(int) 10: TypePointer Function 9(VS_OUTPUT) 12: 6(int) Constant 0 13: TypePointer Input 6(int) 14(x0_in): 13(ptr) Variable Input 16: TypePointer Function 6(int) 18: 6(int) Constant 1 19: TypePointer Input 8(fvec4) 20(Pos_in): 19(ptr) Variable Input 22(Pos_loose): 19(ptr) Variable Input 25: TypePointer Function 8(fvec4) 27: 6(int) Constant 2 28(x1_in): 13(ptr) Variable Input 31(VS_OUTPUT): TypeStruct 6(int) 6(int) 32: TypePointer Output 31(VS_OUTPUT) 33(@entryPointOutput): 32(ptr) Variable Output 36: TypePointer Output 6(int) 38: TypePointer Output 8(fvec4) 39(Pos_out): 38(ptr) Variable Output 46(PerVertex_out): TypeStruct 8(fvec4) 47: TypePointer Output 46(PerVertex_out) 48(PerVertex_out): 47(ptr) Variable Output 4(main): 2 Function None 3 5: Label 11(vsout): 10(ptr) Variable Function 15: 6(int) Load 14(x0_in) 17: 16(ptr) AccessChain 11(vsout) 12 Store 17 15 21: 8(fvec4) Load 20(Pos_in) 23: 8(fvec4) Load 22(Pos_loose) 24: 8(fvec4) FAdd 21 23 26: 25(ptr) AccessChain 11(vsout) 18 Store 26 24 29: 6(int) Load 28(x1_in) 30: 16(ptr) AccessChain 11(vsout) 27 Store 30 29 34: 16(ptr) AccessChain 11(vsout) 12 35: 6(int) Load 34 37: 36(ptr) AccessChain 33(@entryPointOutput) 12 Store 37 35 40: 25(ptr) AccessChain 11(vsout) 18 41: 8(fvec4) Load 40 Store 39(Pos_out) 41 42: 16(ptr) AccessChain 11(vsout) 27 43: 6(int) Load 42 44: 36(ptr) AccessChain 33(@entryPointOutput) 18 Store 44 43 Return FunctionEnd