hlsl.intrinsics.double.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float) 0:5 Function Parameters: 0:5 'inDV1a' (layout(location=0 ) in double) 0:5 'inDV1b' (layout(location=1 ) in double) 0:5 'inDV1c' (layout(location=2 ) in double) 0:5 'inDV2' (layout(location=3 ) in 2-component vector of double) 0:5 'inDV3' (layout(location=4 ) in 3-component vector of double) 0:5 'inDV4' (layout(location=6 ) in 4-component vector of double) 0:5 'inU1a' (layout(location=8 ) in uint) 0:5 'inU1b' (layout(location=9 ) in uint) 0:? Sequence 0:6 Sequence 0:6 move second child to first child (temp double) 0:6 'r00' (temp double) 0:6 fma (global double) 0:6 'inDV1a' (layout(location=0 ) in double) 0:6 'inDV1b' (layout(location=1 ) in double) 0:6 'inDV1c' (layout(location=2 ) in double) 0:7 Sequence 0:7 move second child to first child (temp double) 0:7 'r01' (temp double) 0:7 uint64BitsToDouble (temp double) 0:7 Construct uvec2 (temp 2-component vector of uint) 0:7 'inU1a' (layout(location=8 ) in uint) 0:7 'inU1b' (layout(location=9 ) in uint) 0:9 Sequence 0:9 move second child to first child (temp float) 0:? '@entryPointOutput' (layout(location=0 ) out float) 0:9 Constant: 0:9 0.000000 0:9 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out float) 0:? 'inDV1a' (layout(location=0 ) in double) 0:? 'inDV1b' (layout(location=1 ) in double) 0:? 'inDV1c' (layout(location=2 ) in double) 0:? 'inDV2' (layout(location=3 ) in 2-component vector of double) 0:? 'inDV3' (layout(location=4 ) in 3-component vector of double) 0:? 'inDV4' (layout(location=6 ) in 4-component vector of double) 0:? 'inU1a' (layout(location=8 ) in uint) 0:? 'inU1b' (layout(location=9 ) in uint) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float) 0:5 Function Parameters: 0:5 'inDV1a' (layout(location=0 ) in double) 0:5 'inDV1b' (layout(location=1 ) in double) 0:5 'inDV1c' (layout(location=2 ) in double) 0:5 'inDV2' (layout(location=3 ) in 2-component vector of double) 0:5 'inDV3' (layout(location=4 ) in 3-component vector of double) 0:5 'inDV4' (layout(location=6 ) in 4-component vector of double) 0:5 'inU1a' (layout(location=8 ) in uint) 0:5 'inU1b' (layout(location=9 ) in uint) 0:? Sequence 0:6 Sequence 0:6 move second child to first child (temp double) 0:6 'r00' (temp double) 0:6 fma (global double) 0:6 'inDV1a' (layout(location=0 ) in double) 0:6 'inDV1b' (layout(location=1 ) in double) 0:6 'inDV1c' (layout(location=2 ) in double) 0:7 Sequence 0:7 move second child to first child (temp double) 0:7 'r01' (temp double) 0:7 uint64BitsToDouble (temp double) 0:7 Construct uvec2 (temp 2-component vector of uint) 0:7 'inU1a' (layout(location=8 ) in uint) 0:7 'inU1b' (layout(location=9 ) in uint) 0:9 Sequence 0:9 move second child to first child (temp float) 0:? '@entryPointOutput' (layout(location=0 ) out float) 0:9 Constant: 0:9 0.000000 0:9 Branch: Return 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out float) 0:? 'inDV1a' (layout(location=0 ) in double) 0:? 'inDV1b' (layout(location=1 ) in double) 0:? 'inDV1c' (layout(location=2 ) in double) 0:? 'inDV2' (layout(location=3 ) in 2-component vector of double) 0:? 'inDV3' (layout(location=4 ) in 3-component vector of double) 0:? 'inDV4' (layout(location=6 ) in 4-component vector of double) 0:? 'inU1a' (layout(location=8 ) in uint) 0:? 'inU1b' (layout(location=9 ) in uint) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 41 Capability Shader Capability Float64 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 10 12 14 20 22 29 34 37 40 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 8 "r00" Name 10 "inDV1a" Name 12 "inDV1b" Name 14 "inDV1c" Name 17 "r01" Name 20 "inU1a" Name 22 "inU1b" Name 29 "@entryPointOutput" Name 34 "inDV2" Name 37 "inDV3" Name 40 "inDV4" Decorate 10(inDV1a) Location 0 Decorate 12(inDV1b) Location 1 Decorate 14(inDV1c) Location 2 Decorate 20(inU1a) Location 8 Decorate 22(inU1b) Location 9 Decorate 29(@entryPointOutput) Location 0 Decorate 34(inDV2) Location 3 Decorate 37(inDV3) Location 4 Decorate 40(inDV4) Location 6 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 64 7: TypePointer Function 6(float) 9: TypePointer Input 6(float) 10(inDV1a): 9(ptr) Variable Input 12(inDV1b): 9(ptr) Variable Input 14(inDV1c): 9(ptr) Variable Input 18: TypeInt 32 0 19: TypePointer Input 18(int) 20(inU1a): 19(ptr) Variable Input 22(inU1b): 19(ptr) Variable Input 24: TypeVector 18(int) 2 27: TypeFloat 32 28: TypePointer Output 27(float) 29(@entryPointOutput): 28(ptr) Variable Output 30: 27(float) Constant 0 32: TypeVector 6(float) 2 33: TypePointer Input 32(fvec2) 34(inDV2): 33(ptr) Variable Input 35: TypeVector 6(float) 3 36: TypePointer Input 35(fvec3) 37(inDV3): 36(ptr) Variable Input 38: TypeVector 6(float) 4 39: TypePointer Input 38(fvec4) 40(inDV4): 39(ptr) Variable Input 4(PixelShaderFunction): 2 Function None 3 5: Label 8(r00): 7(ptr) Variable Function 17(r01): 7(ptr) Variable Function 11: 6(float) Load 10(inDV1a) 13: 6(float) Load 12(inDV1b) 15: 6(float) Load 14(inDV1c) 16: 6(float) ExtInst 1(GLSL.std.450) 50(Fma) 11 13 15 Store 8(r00) 16 21: 18(int) Load 20(inU1a) 23: 18(int) Load 22(inU1b) 25: 24(ivec2) CompositeConstruct 21 23 26: 6(float) Bitcast 25 Store 17(r01) 26 Store 29(@entryPointOutput) 30 Return FunctionEnd