hlsl.promote.vec1.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:3 Function Definition: @main( ( temp 4-component vector of float) 0:3 Function Parameters: 0:? Sequence 0:7 move second child to first child ( temp float) 0:7 'f1a' ( temp float) 0:7 Construct float ( temp float) 0:7 'f1b' ( temp 1-component vector of float) 0:8 move second child to first child ( temp 1-component vector of float) 0:8 'f1b' ( temp 1-component vector of float) 0:8 Construct float ( temp 1-component vector of float) 0:8 'f1a' ( temp float) 0:11 step ( temp 3-component vector of float) 0:11 Constant: 0:11 0.000000 0:11 0.000000 0:11 0.000000 0:11 'f3' ( temp 3-component vector of float) 0:13 sine ( temp float) 0:13 Construct float ( in float) 0:13 'f1b' ( temp 1-component vector of float) 0:15 Branch: Return with expression 0:15 Constant: 0:15 0.000000 0:15 0.000000 0:15 0.000000 0:15 0.000000 0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:3 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:3 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:3 Function Definition: @main( ( temp 4-component vector of float) 0:3 Function Parameters: 0:? Sequence 0:7 move second child to first child ( temp float) 0:7 'f1a' ( temp float) 0:7 Construct float ( temp float) 0:7 'f1b' ( temp 1-component vector of float) 0:8 move second child to first child ( temp 1-component vector of float) 0:8 'f1b' ( temp 1-component vector of float) 0:8 Construct float ( temp 1-component vector of float) 0:8 'f1a' ( temp float) 0:11 step ( temp 3-component vector of float) 0:11 Constant: 0:11 0.000000 0:11 0.000000 0:11 0.000000 0:11 'f3' ( temp 3-component vector of float) 0:13 sine ( temp float) 0:13 Construct float ( in float) 0:13 'f1b' ( temp 1-component vector of float) 0:15 Branch: Return with expression 0:15 Constant: 0:15 0.000000 0:15 0.000000 0:15 0.000000 0:15 0.000000 0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:3 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:3 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 31 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 29 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 9 "@main(" Name 12 "f1a" Name 13 "f1b" Name 20 "f3" Name 29 "@entryPointOutput" Decorate 29(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 11: TypePointer Function 6(float) 16: TypeVector 6(float) 3 17: 6(float) Constant 0 18: 16(fvec3) ConstantComposite 17 17 17 19: TypePointer Function 16(fvec3) 25: 7(fvec4) ConstantComposite 17 17 17 17 28: TypePointer Output 7(fvec4) 29(@entryPointOutput): 28(ptr) Variable Output 4(main): 2 Function None 3 5: Label 30: 7(fvec4) FunctionCall 9(@main() Store 29(@entryPointOutput) 30 Return FunctionEnd 9(@main(): 7(fvec4) Function None 8 10: Label 12(f1a): 11(ptr) Variable Function 13(f1b): 11(ptr) Variable Function 20(f3): 19(ptr) Variable Function 14: 6(float) Load 13(f1b) Store 12(f1a) 14 15: 6(float) Load 12(f1a) Store 13(f1b) 15 21: 16(fvec3) Load 20(f3) 22: 16(fvec3) ExtInst 1(GLSL.std.450) 48(Step) 18 21 23: 6(float) Load 13(f1b) 24: 6(float) ExtInst 1(GLSL.std.450) 13(Sin) 23 ReturnValue 25 FunctionEnd