hlsl.struct.split.trivial.vert Shader version: 450 0:? Sequence 0:16 Function Definition: main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos}) 0:16 Function Parameters: 0:16 'vsin' (in structure{temp 4-component vector of float Pos_in}) 0:16 'Pos_loose' (in 4-component vector of float Position) 0:? Sequence 0:19 move second child to first child (temp 4-component vector of float) 0:19 Pos: direct index for structure (temp 4-component vector of float) 0:19 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:19 Constant: 0:19 0 (const int) 0:19 add (temp 4-component vector of float) 0:? 'Pos_in' (in 4-component vector of float Position) 0:19 'Pos_loose' (in 4-component vector of float Position) 0:21 Sequence 0:21 Sequence 0:21 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) 0:21 Pos: direct index for structure (temp 4-component vector of float) 0:21 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:21 Constant: 0:21 0 (const int) 0:21 Branch: Return 0:? Linker Objects 0:? 'Pos_in' (in 4-component vector of float Position) 0:? 'Pos_loose' (in 4-component vector of float Position) 0:? 'Pos' (out 4-component vector of float Position) Linked vertex stage: Shader version: 450 0:? Sequence 0:16 Function Definition: main(struct-VS_INPUT-vf41;vf4; (temp structure{temp 4-component vector of float Position Pos}) 0:16 Function Parameters: 0:16 'vsin' (in structure{temp 4-component vector of float Pos_in}) 0:16 'Pos_loose' (in 4-component vector of float Position) 0:? Sequence 0:19 move second child to first child (temp 4-component vector of float) 0:19 Pos: direct index for structure (temp 4-component vector of float) 0:19 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:19 Constant: 0:19 0 (const int) 0:19 add (temp 4-component vector of float) 0:? 'Pos_in' (in 4-component vector of float Position) 0:19 'Pos_loose' (in 4-component vector of float Position) 0:21 Sequence 0:21 Sequence 0:21 move second child to first child (temp 4-component vector of float) 0:? 'Pos' (out 4-component vector of float Position) 0:21 Pos: direct index for structure (temp 4-component vector of float) 0:21 'vsout' (temp structure{temp 4-component vector of float Pos}) 0:21 Constant: 0:21 0 (const int) 0:21 Branch: Return 0:? Linker Objects 0:? 'Pos_in' (in 4-component vector of float Position) 0:? 'Pos_loose' (in 4-component vector of float Position) 0:? 'Pos' (out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 26 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 14 16 22 Name 4 "main" Name 8 "VS_OUTPUT" MemberName 8(VS_OUTPUT) 0 "Pos" Name 10 "vsout" Name 14 "Pos_in" Name 16 "Pos_loose" Name 22 "Pos" Decorate 14(Pos_in) BuiltIn Position Decorate 16(Pos_loose) BuiltIn Position Decorate 22(Pos) BuiltIn Position 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(VS_OUTPUT): TypeStruct 7(fvec4) 9: TypePointer Function 8(VS_OUTPUT) 11: TypeInt 32 1 12: 11(int) Constant 0 13: TypePointer Input 7(fvec4) 14(Pos_in): 13(ptr) Variable Input 16(Pos_loose): 13(ptr) Variable Input 19: TypePointer Function 7(fvec4) 21: TypePointer Output 7(fvec4) 22(Pos): 21(ptr) Variable Output 4(main): 2 Function None 3 5: Label 10(vsout): 9(ptr) Variable Function 15: 7(fvec4) Load 14(Pos_in) 17: 7(fvec4) Load 16(Pos_loose) 18: 7(fvec4) FAdd 15 17 20: 19(ptr) AccessChain 10(vsout) 12 Store 20 18 23: 19(ptr) AccessChain 10(vsout) 12 24: 7(fvec4) Load 23 Store 22(Pos) 24 Return FunctionEnd