hlsl.typedef.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' ( in 4-component vector of float) 0:4 'ii' ( in int) 0:? Sequence 0:6 Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:6 'a1' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence 0:7 move second child to first child ( temp int) 0:7 'i' ( temp int) 0:7 Constant: 0:7 2 (const int) 0:9 Sequence 0:9 move second child to first child ( temp int) 0:9 'j' ( temp int) 0:9 'ii' ( in int) 0:10 Branch: Return with expression 0:10 add ( temp 4-component vector of float) 0:10 component-wise multiply ( temp 4-component vector of float) 0:10 'input' ( in 4-component vector of float) 0:10 'a1' ( temp 4-component vector of float) 0:10 Construct vec4 ( uniform 4-component vector of float) 0:10 Convert int to float ( temp float) 0:10 add ( temp int) 0:10 'i' ( temp int) 0:10 'j' ( temp int) 0:? Linker Objects Linked fragment stage: WARNING: Linking fragment stage: Entry point not found Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:4 Function Definition: ShaderFunction(vf4;i1; ( temp 4-component vector of float) 0:4 Function Parameters: 0:4 'input' ( in 4-component vector of float) 0:4 'ii' ( in int) 0:? Sequence 0:6 Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:6 'a1' ( temp 4-component vector of float) 0:6 Constant: 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:6 1.000000 0:7 Sequence 0:7 move second child to first child ( temp int) 0:7 'i' ( temp int) 0:7 Constant: 0:7 2 (const int) 0:9 Sequence 0:9 move second child to first child ( temp int) 0:9 'j' ( temp int) 0:9 'ii' ( in int) 0:10 Branch: Return with expression 0:10 add ( temp 4-component vector of float) 0:10 component-wise multiply ( temp 4-component vector of float) 0:10 'input' ( in 4-component vector of float) 0:10 'a1' ( temp 4-component vector of float) 0:10 Construct vec4 ( uniform 4-component vector of float) 0:10 Convert int to float ( temp float) 0:10 add ( temp int) 0:10 'i' ( temp int) 0:10 'j' ( temp int) 0:? Linker Objects // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 34 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 14 "ShaderFunction(vf4;i1;" Name 12 "input" Name 13 "ii" Name 16 "a1" Name 19 "i" Name 21 "j" 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeInt 32 1 10: TypePointer Function 9(int) 11: TypeFunction 7(fvec4) 8(ptr) 10(ptr) 17: 6(float) Constant 1065353216 18: 7(fvec4) ConstantComposite 17 17 17 17 20: 9(int) Constant 2 4(PixelShaderFunction): 2 Function None 3 5: Label Return FunctionEnd 14(ShaderFunction(vf4;i1;): 7(fvec4) Function None 11 12(input): 8(ptr) FunctionParameter 13(ii): 10(ptr) FunctionParameter 15: Label 16(a1): 8(ptr) Variable Function 19(i): 10(ptr) Variable Function 21(j): 10(ptr) Variable Function Store 16(a1) 18 Store 19(i) 20 22: 9(int) Load 13(ii) Store 21(j) 22 23: 7(fvec4) Load 12(input) 24: 7(fvec4) Load 16(a1) 25: 7(fvec4) FMul 23 24 26: 9(int) Load 19(i) 27: 9(int) Load 21(j) 28: 9(int) IAdd 26 27 29: 6(float) ConvertSToF 28 30: 7(fvec4) CompositeConstruct 29 29 29 29 31: 7(fvec4) FAdd 25 30 ReturnValue 31 FunctionEnd