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1hlsl.float4.frag
2WARNING: 0:5: 'register' : ignoring shader_profile
3WARNING: 0:6: 'register' : ignoring shader_profile
4
5Shader version: 500
6gl_FragCoord origin is upper left
70:? Sequence
80:9  Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float)
90:9    Function Parameters:
100:9      'input' ( in 4-component vector of float)
110:?     Sequence
120:10      Branch: Return with expression
130:10        component-wise multiply ( temp 4-component vector of float)
140:10          'input' ( in 4-component vector of float)
150:10          AmbientColor: direct index for structure ( uniform 4-component vector of float)
160:10            '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})
170:10            Constant:
180:10              0 (const uint)
190:?   Linker Objects
200:?     '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})
21
22
23Linked fragment stage:
24
25WARNING: Linking fragment stage: Entry point not found
26
27Shader version: 500
28gl_FragCoord origin is upper left
290:? Sequence
300:9  Function Definition: ShaderFunction(vf4; ( temp 4-component vector of float)
310:9    Function Parameters:
320:9      'input' ( in 4-component vector of float)
330:?     Sequence
340:10      Branch: Return with expression
350:10        component-wise multiply ( temp 4-component vector of float)
360:10          'input' ( in 4-component vector of float)
370:10          AmbientColor: direct index for structure ( uniform 4-component vector of float)
380:10            '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})
390:10            Constant:
400:10              0 (const uint)
410:?   Linker Objects
420:?     '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})
43
44// Module Version 10000
45// Generated by (magic number): 8000a
46// Id's are bound by 26
47
48                              Capability Shader
49               1:             ExtInstImport  "GLSL.std.450"
50                              MemoryModel Logical GLSL450
51                              EntryPoint Fragment 4  "PixelShaderFunction"
52                              ExecutionMode 4 OriginUpperLeft
53                              Source HLSL 500
54                              Name 4  "PixelShaderFunction"
55                              Name 11  "ShaderFunction(vf4;"
56                              Name 10  "input"
57                              Name 15  "$Global"
58                              MemberName 15($Global) 0  "AmbientColor"
59                              MemberName 15($Global) 1  "ff1"
60                              MemberName 15($Global) 2  "ff2"
61                              MemberName 15($Global) 3  "ff3"
62                              MemberName 15($Global) 4  "ff4"
63                              Name 17  ""
64                              MemberDecorate 15($Global) 0 Offset 0
65                              MemberDecorate 15($Global) 1 Offset 16
66                              MemberDecorate 15($Global) 2 Offset 20
67                              MemberDecorate 15($Global) 3 Offset 32
68                              MemberDecorate 15($Global) 4 Offset 48
69                              Decorate 15($Global) Block
70                              Decorate 17 DescriptorSet 0
71                              Decorate 17 Binding 0
72               2:             TypeVoid
73               3:             TypeFunction 2
74               6:             TypeFloat 32
75               7:             TypeVector 6(float) 4
76               8:             TypePointer Function 7(fvec4)
77               9:             TypeFunction 7(fvec4) 8(ptr)
78              14:             TypeInt 32 0
79     15($Global):             TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4)
80              16:             TypePointer Uniform 15($Global)
81              17:     16(ptr) Variable Uniform
82              18:             TypeInt 32 1
83              19:     18(int) Constant 0
84              20:             TypePointer Uniform 7(fvec4)
854(PixelShaderFunction):           2 Function None 3
86               5:             Label
87                              Return
88                              FunctionEnd
8911(ShaderFunction(vf4;):    7(fvec4) Function None 9
90       10(input):      8(ptr) FunctionParameter
91              12:             Label
92              13:    7(fvec4) Load 10(input)
93              21:     20(ptr) AccessChain 17 19
94              22:    7(fvec4) Load 21
95              23:    7(fvec4) FMul 13 22
96                              ReturnValue 23
97                              FunctionEnd
98