hlsl.float4.frag WARNING: 0:5: 'register' : ignoring shader_profile WARNING: 0:6: 'register' : ignoring shader_profile Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:9 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float) 0:9 Function Parameters: 0:9 'input' ( in 4-component vector of float) 0:? Sequence 0:10 Branch: Return with expression 0:10 component-wise multiply ( temp 4-component vector of float) 0:10 'input' ( in 4-component vector of float) 0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) 0:10 Constant: 0:10 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) Linked fragment stage: WARNING: Linking fragment stage: Entry point not found Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:9 Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float) 0:9 Function Parameters: 0:9 'input' ( in 4-component vector of float) 0:? Sequence 0:10 Branch: Return with expression 0:10 component-wise multiply ( temp 4-component vector of float) 0:10 'input' ( in 4-component vector of float) 0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) 0:10 Constant: 0:10 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 26 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 11 "ShaderFunction(vf4;" Name 10 "input" Name 15 "$Global" MemberName 15($Global) 0 "AmbientColor" MemberName 15($Global) 1 "ff1" MemberName 15($Global) 2 "ff2" MemberName 15($Global) 3 "ff3" MemberName 15($Global) 4 "ff4" Name 17 "" MemberDecorate 15($Global) 0 Offset 0 MemberDecorate 15($Global) 1 Offset 16 MemberDecorate 15($Global) 2 Offset 20 MemberDecorate 15($Global) 3 Offset 32 MemberDecorate 15($Global) 4 Offset 48 Decorate 15($Global) Block Decorate 17 DescriptorSet 0 Decorate 17 Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeFunction 7(fvec4) 8(ptr) 14: TypeInt 32 0 15($Global): TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4) 16: TypePointer Uniform 15($Global) 17: 16(ptr) Variable Uniform 18: TypeInt 32 1 19: 18(int) Constant 0 20: TypePointer Uniform 7(fvec4) 4(PixelShaderFunction): 2 Function None 3 5: Label Return FunctionEnd 11(ShaderFunction(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label 13: 7(fvec4) Load 10(input) 21: 20(ptr) AccessChain 17 19 22: 7(fvec4) Load 21 23: 7(fvec4) FMul 13 22 ReturnValue 23 FunctionEnd