hlsl.init.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:1 Sequence 0:1 move second child to first child (temp 4-component vector of float) 0:1 'a1' (global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 0.500000 0:? 0.000000 0:? 1.000000 0:1 move second child to first child (temp 4-component vector of float) 0:1 'b1' (global 4-component vector of float) 0:? Constant: 0:? 2.000000 0:? 2.500000 0:? 2.100000 0:? 2.200000 0:2 Sequence 0:2 move second child to first child (temp float) 0:2 'a2' (global float) 0:2 Constant: 0:2 0.200000 0:? Sequence 0:3 move second child to first child (temp float) 0:3 'b3' (global float) 0:3 Constant: 0:3 0.300000 0:? Sequence 0:4 move second child to first child (temp float) 0:4 'b4' (global float) 0:4 Constant: 0:4 0.400000 0:5 Sequence 0:5 move second child to first child (temp float) 0:5 'a5' (global float) 0:5 Constant: 0:5 0.500000 0:5 move second child to first child (temp float) 0:5 'c5' (global float) 0:5 Constant: 0:5 1.500000 0:13 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) 0:8 Function Parameters: 0:8 'input' (in 4-component vector of float) 0:? Sequence 0:9 Sequence 0:9 move second child to first child (temp 4-component vector of float) 0:9 'a2' (temp 4-component vector of float) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:11 Branch: Return with expression 0:11 component-wise multiply (temp 4-component vector of float) 0:11 'input' (in 4-component vector of float) 0:11 'a1' (global 4-component vector of float) 0:? Linker Objects 0:? 'a1' (global 4-component vector of float) 0:? 'b1' (global 4-component vector of float) 0:? 'a2' (global float) 0:? 'b2' (global float) 0:? 'a3' (global float) 0:? 'b3' (global float) 0:? 'a4' (global float) 0:? 'b4' (global float) 0:? 'c4' (global float) 0:? 'a5' (global float) 0:? 'b5' (global float) 0:? 'c5' (global float) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:1 Sequence 0:1 move second child to first child (temp 4-component vector of float) 0:1 'a1' (global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 0.500000 0:? 0.000000 0:? 1.000000 0:1 move second child to first child (temp 4-component vector of float) 0:1 'b1' (global 4-component vector of float) 0:? Constant: 0:? 2.000000 0:? 2.500000 0:? 2.100000 0:? 2.200000 0:2 Sequence 0:2 move second child to first child (temp float) 0:2 'a2' (global float) 0:2 Constant: 0:2 0.200000 0:? Sequence 0:3 move second child to first child (temp float) 0:3 'b3' (global float) 0:3 Constant: 0:3 0.300000 0:? Sequence 0:4 move second child to first child (temp float) 0:4 'b4' (global float) 0:4 Constant: 0:4 0.400000 0:5 Sequence 0:5 move second child to first child (temp float) 0:5 'a5' (global float) 0:5 Constant: 0:5 0.500000 0:5 move second child to first child (temp float) 0:5 'c5' (global float) 0:5 Constant: 0:5 1.500000 0:13 Function Definition: ShaderFunction(vf4; (global 4-component vector of float) 0:8 Function Parameters: 0:8 'input' (in 4-component vector of float) 0:? Sequence 0:9 Sequence 0:9 move second child to first child (temp 4-component vector of float) 0:9 'a2' (temp 4-component vector of float) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:11 Branch: Return with expression 0:11 component-wise multiply (temp 4-component vector of float) 0:11 'input' (in 4-component vector of float) 0:11 'a1' (global 4-component vector of float) 0:? Linker Objects 0:? 'a1' (global 4-component vector of float) 0:? 'b1' (global 4-component vector of float) 0:? 'a2' (global float) 0:? 'b2' (global float) 0:? 'a3' (global float) 0:? 'b3' (global float) 0:? 'a4' (global float) 0:? 'b4' (global float) 0:? 'c4' (global float) 0:? 'a5' (global float) 0:? 'b5' (global float) 0:? 'c5' (global float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 44 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "ShaderFunction" 34 ExecutionMode 4 OriginUpperLeft Source HLSL 450 Name 4 "ShaderFunction" Name 9 "a1" Name 14 "b1" Name 21 "a2" Name 23 "b3" Name 25 "b4" Name 27 "a5" Name 28 "c5" Name 31 "a2" Name 34 "input" Name 39 "b2" Name 40 "a3" Name 41 "a4" Name 42 "c4" Name 43 "b5" 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Private 7(fvec4) 9(a1): 8(ptr) Variable Private 10: 6(float) Constant 1065353216 11: 6(float) Constant 1056964608 12: 6(float) Constant 0 13: 7(fvec4) ConstantComposite 10 11 12 10 14(b1): 8(ptr) Variable Private 15: 6(float) Constant 1073741824 16: 6(float) Constant 1075838976 17: 6(float) Constant 1074161254 18: 6(float) Constant 1074580685 19: 7(fvec4) ConstantComposite 15 16 17 18 20: TypePointer Private 6(float) 21(a2): 20(ptr) Variable Private 22: 6(float) Constant 1045220557 23(b3): 20(ptr) Variable Private 24: 6(float) Constant 1050253722 25(b4): 20(ptr) Variable Private 26: 6(float) Constant 1053609165 27(a5): 20(ptr) Variable Private 28(c5): 20(ptr) Variable Private 29: 6(float) Constant 1069547520 30: TypePointer Function 7(fvec4) 32: 7(fvec4) ConstantComposite 22 24 26 11 33: TypePointer Input 7(fvec4) 34(input): 33(ptr) Variable Input 39(b2): 20(ptr) Variable Private 40(a3): 20(ptr) Variable Private 41(a4): 20(ptr) Variable Private 42(c4): 20(ptr) Variable Private 43(b5): 20(ptr) Variable Private 4(ShaderFunction): 2 Function None 3 5: Label 31(a2): 30(ptr) Variable Function Store 9(a1) 13 Store 14(b1) 19 Store 21(a2) 22 Store 23(b3) 24 Store 25(b4) 26 Store 27(a5) 11 Store 28(c5) 29 Store 31(a2) 32 35: 7(fvec4) Load 34(input) 36: 7(fvec4) Load 9(a1) 37: 7(fvec4) FMul 35 36 ReturnValue 37 FunctionEnd