hlsl.precise.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:6 Function Definition: MyFunction(f1;vf3; (temp void) 0:6 Function Parameters: 0:6 'myfloat' (noContraction in float) 0:6 'myfloat3' (noContraction out 3-component vector of float) 0:9 Function Definition: main( (temp structure{noContraction temp 4-component vector of float color}) 0:9 Function Parameters: 0:? Sequence 0:11 move second child to first child (noContraction temp 4-component vector of float) 0:11 color: direct index for structure (noContraction temp 4-component vector of float) 0:11 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:12 Sequence 0:12 Sequence 0:12 move second child to first child (noContraction temp 4-component vector of float) 0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float) 0:12 color: direct index for structure (noContraction temp 4-component vector of float) 0:12 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) 0:12 Constant: 0:12 0 (const int) 0:12 Branch: Return 0:? Linker Objects 0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float) 0:? 'precisefloat' (noContraction global float) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:6 Function Definition: MyFunction(f1;vf3; (temp void) 0:6 Function Parameters: 0:6 'myfloat' (noContraction in float) 0:6 'myfloat3' (noContraction out 3-component vector of float) 0:9 Function Definition: main( (temp structure{noContraction temp 4-component vector of float color}) 0:9 Function Parameters: 0:? Sequence 0:11 move second child to first child (noContraction temp 4-component vector of float) 0:11 color: direct index for structure (noContraction temp 4-component vector of float) 0:11 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) 0:11 Constant: 0:11 0 (const int) 0:11 Constant: 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:12 Sequence 0:12 Sequence 0:12 move second child to first child (noContraction temp 4-component vector of float) 0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float) 0:12 color: direct index for structure (noContraction temp 4-component vector of float) 0:12 'ps_output' (temp structure{noContraction temp 4-component vector of float color}) 0:12 Constant: 0:12 0 (const int) 0:12 Branch: Return 0:? Linker Objects 0:? 'color' (layout(location=0 ) noContraction out 4-component vector of float) 0:? 'precisefloat' (noContraction global float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 32 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 26 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 13 "MyFunction(f1;vf3;" Name 11 "myfloat" Name 12 "myfloat3" Name 16 "PS_OUTPUT" MemberName 16(PS_OUTPUT) 0 "color" Name 18 "ps_output" Name 26 "color" Name 31 "precisefloat" Decorate 26(color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypePointer Function 6(float) 8: TypeVector 6(float) 3 9: TypePointer Function 8(fvec3) 10: TypeFunction 2 7(ptr) 9(ptr) 15: TypeVector 6(float) 4 16(PS_OUTPUT): TypeStruct 15(fvec4) 17: TypePointer Function 16(PS_OUTPUT) 19: TypeInt 32 1 20: 19(int) Constant 0 21: 6(float) Constant 1065353216 22: 15(fvec4) ConstantComposite 21 21 21 21 23: TypePointer Function 15(fvec4) 25: TypePointer Output 15(fvec4) 26(color): 25(ptr) Variable Output 30: TypePointer Private 6(float) 31(precisefloat): 30(ptr) Variable Private 4(main): 2 Function None 3 5: Label 18(ps_output): 17(ptr) Variable Function 24: 23(ptr) AccessChain 18(ps_output) 20 Store 24 22 27: 23(ptr) AccessChain 18(ps_output) 20 28: 15(fvec4) Load 27 Store 26(color) 28 Return FunctionEnd 13(MyFunction(f1;vf3;): 2 Function None 10 11(myfloat): 7(ptr) FunctionParameter 12(myfloat3): 9(ptr) FunctionParameter 14: Label Return FunctionEnd