hlsl.inoutquals.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void) 0:8 Function Parameters: 0:8 'x' ( in float) 0:8 'y' ( out float) 0:8 'z' ( inout float) 0:8 'w' ( inout float) 0:? Sequence 0:9 move second child to first child ( temp float) 0:9 'y' ( out float) 0:9 'x' ( in float) 0:10 move second child to first child ( temp float) 0:10 'z' ( inout float) 0:10 'y' ( out float) 0:11 move second child to first child ( temp float) 0:11 'x' ( in float) 0:11 Constant: 0:11 -1.000000 0:12 multiply second child into first child ( temp float) 0:12 'w' ( inout float) 0:12 Constant: 0:12 1.000000 0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Function Parameters: 0:16 'inpos' ( in 4-component vector of float) 0:16 'sampleMask' ( out int) 0:? Sequence 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'x' ( temp float) 0:19 Constant: 0:19 7.000000 0:19 move second child to first child ( temp float) 0:19 'z' ( temp float) 0:19 Constant: 0:19 3.000000 0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void) 0:20 'x' ( temp float) 0:20 'y' ( temp float) 0:20 'z' ( temp float) 0:20 direct index ( temp float) 0:20 'inpos' ( in 4-component vector of float) 0:20 Constant: 0:20 3 (const int) 0:22 move second child to first child ( temp 4-component vector of float) 0:22 Color: direct index for structure ( temp 4-component vector of float) 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 0 (const int) 0:22 Construct vec4 ( temp 4-component vector of float) 0:22 'x' ( temp float) 0:22 'y' ( temp float) 0:22 'z' ( temp float) 0:22 Constant: 0:22 1.000000 0:23 move second child to first child ( temp float) 0:23 Depth: direct index for structure ( temp float) 0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:23 Constant: 0:23 1 (const int) 0:23 direct index ( temp float) 0:23 'inpos' ( in 4-component vector of float) 0:23 Constant: 0:23 3 (const int) 0:25 Branch: Return with expression 0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence 0:16 move second child to first child ( temp 4-component vector of float) 0:? 'inpos' ( temp 4-component vector of float) 0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:16 Sequence 0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:? 'inpos' ( temp 4-component vector of float) 0:? 'sampleMask' ( temp int) 0:16 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:16 Color: direct index for structure ( temp 4-component vector of float) 0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Constant: 0:16 0 (const int) 0:16 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:16 Depth: direct index for structure ( temp float) 0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Constant: 0:16 1 (const int) 0:16 move second child to first child ( temp int) 0:16 direct index ( out int SampleMaskIn) 0:? 'sampleMask' ( out 1-element array of int SampleMaskIn) 0:16 Constant: 0:16 0 (const int) 0:? 'sampleMask' ( temp int) 0:? Linker Objects 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:? 'sampleMask' ( out 1-element array of int SampleMaskIn) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void) 0:8 Function Parameters: 0:8 'x' ( in float) 0:8 'y' ( out float) 0:8 'z' ( inout float) 0:8 'w' ( inout float) 0:? Sequence 0:9 move second child to first child ( temp float) 0:9 'y' ( out float) 0:9 'x' ( in float) 0:10 move second child to first child ( temp float) 0:10 'z' ( inout float) 0:10 'y' ( out float) 0:11 move second child to first child ( temp float) 0:11 'x' ( in float) 0:11 Constant: 0:11 -1.000000 0:12 multiply second child into first child ( temp float) 0:12 'w' ( inout float) 0:12 Constant: 0:12 1.000000 0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Function Parameters: 0:16 'inpos' ( in 4-component vector of float) 0:16 'sampleMask' ( out int) 0:? Sequence 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'x' ( temp float) 0:19 Constant: 0:19 7.000000 0:19 move second child to first child ( temp float) 0:19 'z' ( temp float) 0:19 Constant: 0:19 3.000000 0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void) 0:20 'x' ( temp float) 0:20 'y' ( temp float) 0:20 'z' ( temp float) 0:20 direct index ( temp float) 0:20 'inpos' ( in 4-component vector of float) 0:20 Constant: 0:20 3 (const int) 0:22 move second child to first child ( temp 4-component vector of float) 0:22 Color: direct index for structure ( temp 4-component vector of float) 0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:22 Constant: 0:22 0 (const int) 0:22 Construct vec4 ( temp 4-component vector of float) 0:22 'x' ( temp float) 0:22 'y' ( temp float) 0:22 'z' ( temp float) 0:22 Constant: 0:22 1.000000 0:23 move second child to first child ( temp float) 0:23 Depth: direct index for structure ( temp float) 0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:23 Constant: 0:23 1 (const int) 0:23 direct index ( temp float) 0:23 'inpos' ( in 4-component vector of float) 0:23 Constant: 0:23 3 (const int) 0:25 Branch: Return with expression 0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Function Definition: main( ( temp void) 0:16 Function Parameters: 0:? Sequence 0:16 move second child to first child ( temp 4-component vector of float) 0:? 'inpos' ( temp 4-component vector of float) 0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:16 Sequence 0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:? 'inpos' ( temp 4-component vector of float) 0:? 'sampleMask' ( temp int) 0:16 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:16 Color: direct index for structure ( temp 4-component vector of float) 0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Constant: 0:16 0 (const int) 0:16 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:16 Depth: direct index for structure ( temp float) 0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:16 Constant: 0:16 1 (const int) 0:16 move second child to first child ( temp int) 0:16 direct index ( out int SampleMaskIn) 0:? 'sampleMask' ( out 1-element array of int SampleMaskIn) 0:16 Constant: 0:16 0 (const int) 0:? 'sampleMask' ( temp int) 0:? Linker Objects 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:? 'inpos' ( noperspective in 4-component vector of float FragCoord) 0:? 'sampleMask' ( out 1-element array of int SampleMaskIn) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 92 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 68 78 82 88 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing Source HLSL 500 Name 4 "main" Name 13 "MyFunc(f1;f1;f1;f1;" Name 9 "x" Name 10 "y" Name 11 "z" Name 12 "w" Name 19 "PS_OUTPUT" MemberName 19(PS_OUTPUT) 0 "Color" MemberName 19(PS_OUTPUT) 1 "Depth" Name 23 "@main(vf4;i1;" Name 21 "inpos" Name 22 "sampleMask" Name 31 "x" Name 33 "z" Name 35 "y" Name 36 "param" Name 38 "param" Name 39 "param" Name 41 "param" Name 52 "psout" Name 66 "inpos" Name 68 "inpos" Name 70 "flattenTemp" Name 71 "sampleMask" Name 72 "param" Name 74 "param" Name 78 "@entryPointOutput.Color" Name 82 "@entryPointOutput.Depth" Name 88 "sampleMask" Decorate 68(inpos) NoPerspective Decorate 68(inpos) BuiltIn FragCoord Decorate 78(@entryPointOutput.Color) Location 0 Decorate 82(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 88(sampleMask) BuiltIn SampleMask 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypePointer Function 6(float) 8: TypeFunction 2 7(ptr) 7(ptr) 7(ptr) 7(ptr) 15: TypeVector 6(float) 4 16: TypePointer Function 15(fvec4) 17: TypeInt 32 1 18: TypePointer Function 17(int) 19(PS_OUTPUT): TypeStruct 15(fvec4) 6(float) 20: TypeFunction 19(PS_OUTPUT) 16(ptr) 18(ptr) 27: 6(float) Constant 3212836864 28: 6(float) Constant 1065353216 32: 6(float) Constant 1088421888 34: 6(float) Constant 1077936128 42: TypeInt 32 0 43: 42(int) Constant 3 51: TypePointer Function 19(PS_OUTPUT) 53: 17(int) Constant 0 59: 17(int) Constant 1 67: TypePointer Input 15(fvec4) 68(inpos): 67(ptr) Variable Input 77: TypePointer Output 15(fvec4) 78(@entryPointOutput.Color): 77(ptr) Variable Output 81: TypePointer Output 6(float) 82(@entryPointOutput.Depth): 81(ptr) Variable Output 85: 42(int) Constant 1 86: TypeArray 17(int) 85 87: TypePointer Output 86 88(sampleMask): 87(ptr) Variable Output 90: TypePointer Output 17(int) 4(main): 2 Function None 3 5: Label 66(inpos): 16(ptr) Variable Function 70(flattenTemp): 51(ptr) Variable Function 71(sampleMask): 18(ptr) Variable Function 72(param): 16(ptr) Variable Function 74(param): 18(ptr) Variable Function 69: 15(fvec4) Load 68(inpos) Store 66(inpos) 69 73: 15(fvec4) Load 66(inpos) Store 72(param) 73 75:19(PS_OUTPUT) FunctionCall 23(@main(vf4;i1;) 72(param) 74(param) 76: 17(int) Load 74(param) Store 71(sampleMask) 76 Store 70(flattenTemp) 75 79: 16(ptr) AccessChain 70(flattenTemp) 53 80: 15(fvec4) Load 79 Store 78(@entryPointOutput.Color) 80 83: 7(ptr) AccessChain 70(flattenTemp) 59 84: 6(float) Load 83 Store 82(@entryPointOutput.Depth) 84 89: 17(int) Load 71(sampleMask) 91: 90(ptr) AccessChain 88(sampleMask) 53 Store 91 89 Return FunctionEnd 13(MyFunc(f1;f1;f1;f1;): 2 Function None 8 9(x): 7(ptr) FunctionParameter 10(y): 7(ptr) FunctionParameter 11(z): 7(ptr) FunctionParameter 12(w): 7(ptr) FunctionParameter 14: Label 25: 6(float) Load 9(x) Store 10(y) 25 26: 6(float) Load 10(y) Store 11(z) 26 Store 9(x) 27 29: 6(float) Load 12(w) 30: 6(float) FMul 29 28 Store 12(w) 30 Return FunctionEnd 23(@main(vf4;i1;):19(PS_OUTPUT) Function None 20 21(inpos): 16(ptr) FunctionParameter 22(sampleMask): 18(ptr) FunctionParameter 24: Label 31(x): 7(ptr) Variable Function 33(z): 7(ptr) Variable Function 35(y): 7(ptr) Variable Function 36(param): 7(ptr) Variable Function 38(param): 7(ptr) Variable Function 39(param): 7(ptr) Variable Function 41(param): 7(ptr) Variable Function 52(psout): 51(ptr) Variable Function Store 31(x) 32 Store 33(z) 34 37: 6(float) Load 31(x) Store 36(param) 37 40: 6(float) Load 33(z) Store 39(param) 40 44: 7(ptr) AccessChain 21(inpos) 43 45: 6(float) Load 44 Store 41(param) 45 46: 2 FunctionCall 13(MyFunc(f1;f1;f1;f1;) 36(param) 38(param) 39(param) 41(param) 47: 6(float) Load 38(param) Store 35(y) 47 48: 6(float) Load 39(param) Store 33(z) 48 49: 6(float) Load 41(param) 50: 7(ptr) AccessChain 21(inpos) 43 Store 50 49 54: 6(float) Load 31(x) 55: 6(float) Load 35(y) 56: 6(float) Load 33(z) 57: 15(fvec4) CompositeConstruct 54 55 56 28 58: 16(ptr) AccessChain 52(psout) 53 Store 58 57 60: 7(ptr) AccessChain 21(inpos) 43 61: 6(float) Load 60 62: 7(ptr) AccessChain 52(psout) 59 Store 62 61 63:19(PS_OUTPUT) Load 52(psout) ReturnValue 63 FunctionEnd