hlsl.numericsuffixes.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:5 Function Parameters: 0:? Sequence 0:7 Sequence 0:7 move second child to first child (temp float) 0:7 'r00' (temp float) 0:7 Constant: 0:7 1.000000 0:8 Sequence 0:8 move second child to first child (temp uint) 0:8 'r01' (temp uint) 0:8 Constant: 0:8 1 (const uint) 0:9 Sequence 0:9 move second child to first child (temp uint) 0:9 'r02' (temp uint) 0:9 Constant: 0:9 2 (const uint) 0:10 Sequence 0:10 move second child to first child (temp uint) 0:10 'r03' (temp uint) 0:10 Constant: 0:10 2748 (const uint) 0:11 Sequence 0:11 move second child to first child (temp uint) 0:11 'r04' (temp uint) 0:11 Constant: 0:11 2748 (const uint) 0:12 Sequence 0:12 move second child to first child (temp int) 0:12 'r05' (temp int) 0:12 Constant: 0:12 5 (const int) 0:13 Sequence 0:13 move second child to first child (temp int) 0:13 'r06' (temp int) 0:13 Constant: 0:13 6 (const int) 0:14 Sequence 0:14 move second child to first child (temp int) 0:14 'r07' (temp int) 0:14 Constant: 0:14 57 (const int) 0:15 Sequence 0:15 move second child to first child (temp uint) 0:15 'r08' (temp uint) 0:15 Constant: 0:15 58 (const uint) 0:18 move second child to first child (temp 4-component vector of float) 0:18 color: direct index for structure (temp 4-component vector of float) 0:18 'ps_output' (temp structure{temp 4-component vector of float color}) 0:18 Constant: 0:18 0 (const int) 0:18 Construct vec4 (temp 4-component vector of float) 0:18 Convert int to float (temp float) 0:18 'r07' (temp int) 0:19 Sequence 0:19 Sequence 0:19 move second child to first child (temp 4-component vector of float) 0:? 'color' (layout(location=0 ) out 4-component vector of float) 0:19 color: direct index for structure (temp 4-component vector of float) 0:19 'ps_output' (temp structure{temp 4-component vector of float color}) 0:19 Constant: 0:19 0 (const int) 0:19 Branch: Return 0:? Linker Objects 0:? 'color' (layout(location=0 ) out 4-component vector of float) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: main( (temp structure{temp 4-component vector of float color}) 0:5 Function Parameters: 0:? Sequence 0:7 Sequence 0:7 move second child to first child (temp float) 0:7 'r00' (temp float) 0:7 Constant: 0:7 1.000000 0:8 Sequence 0:8 move second child to first child (temp uint) 0:8 'r01' (temp uint) 0:8 Constant: 0:8 1 (const uint) 0:9 Sequence 0:9 move second child to first child (temp uint) 0:9 'r02' (temp uint) 0:9 Constant: 0:9 2 (const uint) 0:10 Sequence 0:10 move second child to first child (temp uint) 0:10 'r03' (temp uint) 0:10 Constant: 0:10 2748 (const uint) 0:11 Sequence 0:11 move second child to first child (temp uint) 0:11 'r04' (temp uint) 0:11 Constant: 0:11 2748 (const uint) 0:12 Sequence 0:12 move second child to first child (temp int) 0:12 'r05' (temp int) 0:12 Constant: 0:12 5 (const int) 0:13 Sequence 0:13 move second child to first child (temp int) 0:13 'r06' (temp int) 0:13 Constant: 0:13 6 (const int) 0:14 Sequence 0:14 move second child to first child (temp int) 0:14 'r07' (temp int) 0:14 Constant: 0:14 57 (const int) 0:15 Sequence 0:15 move second child to first child (temp uint) 0:15 'r08' (temp uint) 0:15 Constant: 0:15 58 (const uint) 0:18 move second child to first child (temp 4-component vector of float) 0:18 color: direct index for structure (temp 4-component vector of float) 0:18 'ps_output' (temp structure{temp 4-component vector of float color}) 0:18 Constant: 0:18 0 (const int) 0:18 Construct vec4 (temp 4-component vector of float) 0:18 Convert int to float (temp float) 0:18 'r07' (temp int) 0:19 Sequence 0:19 Sequence 0:19 move second child to first child (temp 4-component vector of float) 0:? 'color' (layout(location=0 ) out 4-component vector of float) 0:19 color: direct index for structure (temp 4-component vector of float) 0:19 'ps_output' (temp structure{temp 4-component vector of float color}) 0:19 Constant: 0:19 0 (const int) 0:19 Branch: Return 0:? Linker Objects 0:? 'color' (layout(location=0 ) out 4-component vector of 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 "main" 40 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 8 "r00" Name 12 "r01" Name 14 "r02" Name 16 "r03" Name 18 "r04" Name 21 "r05" Name 23 "r06" Name 25 "r07" Name 27 "r08" Name 30 "PS_OUTPUT" MemberName 30(PS_OUTPUT) 0 "color" Name 32 "ps_output" Name 40 "color" Decorate 40(color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypePointer Function 6(float) 9: 6(float) Constant 1065353216 10: TypeInt 32 0 11: TypePointer Function 10(int) 13: 10(int) Constant 1 15: 10(int) Constant 2 17: 10(int) Constant 2748 19: TypeInt 32 1 20: TypePointer Function 19(int) 22: 19(int) Constant 5 24: 19(int) Constant 6 26: 19(int) Constant 57 28: 10(int) Constant 58 29: TypeVector 6(float) 4 30(PS_OUTPUT): TypeStruct 29(fvec4) 31: TypePointer Function 30(PS_OUTPUT) 33: 19(int) Constant 0 37: TypePointer Function 29(fvec4) 39: TypePointer Output 29(fvec4) 40(color): 39(ptr) Variable Output 4(main): 2 Function None 3 5: Label 8(r00): 7(ptr) Variable Function 12(r01): 11(ptr) Variable Function 14(r02): 11(ptr) Variable Function 16(r03): 11(ptr) Variable Function 18(r04): 11(ptr) Variable Function 21(r05): 20(ptr) Variable Function 23(r06): 20(ptr) Variable Function 25(r07): 20(ptr) Variable Function 27(r08): 11(ptr) Variable Function 32(ps_output): 31(ptr) Variable Function Store 8(r00) 9 Store 12(r01) 13 Store 14(r02) 15 Store 16(r03) 17 Store 18(r04) 17 Store 21(r05) 22 Store 23(r06) 24 Store 25(r07) 26 Store 27(r08) 28 34: 19(int) Load 25(r07) 35: 6(float) ConvertSToF 34 36: 29(fvec4) CompositeConstruct 35 35 35 35 38: 37(ptr) AccessChain 32(ps_output) 33 Store 38 36 41: 37(ptr) AccessChain 32(ps_output) 33 42: 29(fvec4) Load 41 Store 40(color) 42 Return FunctionEnd