hlsl.cast.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:3 add (temp 4-component vector of float) 0:3 add (temp 4-component vector of float) 0:3 Construct vec4 (temp 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Convert int to float (temp 4-component vector of float) 0:3 Convert float to int (temp 4-component vector of int) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Constant: 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:3 Branch: Return 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) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:3 add (temp 4-component vector of float) 0:3 add (temp 4-component vector of float) 0:3 Construct vec4 (temp 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Convert int to float (temp 4-component vector of float) 0:3 Convert float to int (temp 4-component vector of int) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Constant: 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:3 Branch: Return 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) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 28 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 9 11 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 9 "@entryPointOutput" Name 11 "input" Decorate 9(@entryPointOutput) Location 0 Decorate 11(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Output 7(fvec4) 9(@entryPointOutput): 8(ptr) Variable Output 10: TypePointer Input 7(fvec4) 11(input): 10(ptr) Variable Input 19: TypeInt 32 1 20: TypeVector 19(int) 4 24: 6(float) Constant 1067014160 25: 7(fvec4) ConstantComposite 24 24 24 24 4(PixelShaderFunction): 2 Function None 3 5: Label 12: 7(fvec4) Load 11(input) 13: 6(float) CompositeExtract 12 0 14: 6(float) CompositeExtract 12 1 15: 6(float) CompositeExtract 12 2 16: 6(float) CompositeExtract 12 3 17: 7(fvec4) CompositeConstruct 13 14 15 16 18: 7(fvec4) Load 11(input) 21: 20(ivec4) ConvertFToS 18 22: 7(fvec4) ConvertSToF 21 23: 7(fvec4) FAdd 17 22 26: 7(fvec4) FAdd 23 25 Store 9(@entryPointOutput) 26 Return FunctionEnd