hlsl.pp.line.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Function Parameters: 0:? Sequence 0:124 Sequence 0:124 move second child to first child ( temp int) 0:124 'thisLineIs' ( temp int) 0:124 Constant: 0:124 124 (const int) 0:126 move second child to first child ( temp 4-component vector of float) 0:126 Color: direct index for structure ( temp 4-component vector of float) 0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:126 Constant: 0:126 0 (const int) 0:126 Construct vec4 ( temp 4-component vector of float) 0:126 Convert int to float ( temp float) 0:126 'thisLineIs' ( temp int) 0:126 Constant: 0:126 0.000000 0:126 Constant: 0:126 0.000000 0:126 Constant: 0:126 1.000000 0:127 move second child to first child ( temp float) 0:127 Depth: direct index for structure ( temp float) 0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:127 Constant: 0:127 1 (const int) 0:127 Constant: 0:127 1.000000 0:129 Branch: Return with expression 0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence 0:4 Sequence 0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:4 Color: direct index for structure ( temp 4-component vector of float) 0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Constant: 0:4 0 (const int) 0:4 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:4 Depth: direct index for structure ( temp float) 0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Constant: 0:4 1 (const int) 0:? Linker Objects 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Function Parameters: 0:? Sequence 0:124 Sequence 0:124 move second child to first child ( temp int) 0:124 'thisLineIs' ( temp int) 0:124 Constant: 0:124 124 (const int) 0:126 move second child to first child ( temp 4-component vector of float) 0:126 Color: direct index for structure ( temp 4-component vector of float) 0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:126 Constant: 0:126 0 (const int) 0:126 Construct vec4 ( temp 4-component vector of float) 0:126 Convert int to float ( temp float) 0:126 'thisLineIs' ( temp int) 0:126 Constant: 0:126 0.000000 0:126 Constant: 0:126 0.000000 0:126 Constant: 0:126 1.000000 0:127 move second child to first child ( temp float) 0:127 Depth: direct index for structure ( temp float) 0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:127 Constant: 0:127 1 (const int) 0:127 Constant: 0:127 1.000000 0:129 Branch: Return with expression 0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Function Definition: main( ( temp void) 0:4 Function Parameters: 0:? Sequence 0:4 Sequence 0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:4 Color: direct index for structure ( temp 4-component vector of float) 0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Constant: 0:4 0 (const int) 0:4 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:4 Depth: direct index for structure ( temp float) 0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:4 Constant: 0:4 1 (const int) 0:? Linker Objects 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 42 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 35 39 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" MemberName 8(PS_OUTPUT) 1 "Depth" Name 10 "@main(" Name 14 "thisLineIs" Name 17 "psout" Name 32 "flattenTemp" Name 35 "@entryPointOutput.Color" Name 39 "@entryPointOutput.Depth" Decorate 35(@entryPointOutput.Color) Location 0 Decorate 39(@entryPointOutput.Depth) BuiltIn FragDepth 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 9: TypeFunction 8(PS_OUTPUT) 12: TypeInt 32 1 13: TypePointer Function 12(int) 15: 12(int) Constant 124 16: TypePointer Function 8(PS_OUTPUT) 18: 12(int) Constant 0 21: 6(float) Constant 0 22: 6(float) Constant 1065353216 24: TypePointer Function 7(fvec4) 26: 12(int) Constant 1 27: TypePointer Function 6(float) 34: TypePointer Output 7(fvec4) 35(@entryPointOutput.Color): 34(ptr) Variable Output 38: TypePointer Output 6(float) 39(@entryPointOutput.Depth): 38(ptr) Variable Output 4(main): 2 Function None 3 5: Label 32(flattenTemp): 16(ptr) Variable Function 33:8(PS_OUTPUT) FunctionCall 10(@main() Store 32(flattenTemp) 33 36: 24(ptr) AccessChain 32(flattenTemp) 18 37: 7(fvec4) Load 36 Store 35(@entryPointOutput.Color) 37 40: 27(ptr) AccessChain 32(flattenTemp) 26 41: 6(float) Load 40 Store 39(@entryPointOutput.Depth) 41 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 14(thisLineIs): 13(ptr) Variable Function 17(psout): 16(ptr) Variable Function Store 14(thisLineIs) 15 19: 12(int) Load 14(thisLineIs) 20: 6(float) ConvertSToF 19 23: 7(fvec4) CompositeConstruct 20 21 21 22 25: 24(ptr) AccessChain 17(psout) 18 Store 25 23 28: 27(ptr) AccessChain 17(psout) 26 Store 28 22 29:8(PS_OUTPUT) Load 17(psout) ReturnValue 29 FunctionEnd