hlsl.cast.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression 0:3 add ( temp 4-component vector of float) 0:3 add ( temp 4-component vector of float) 0:3 'input' ( in 4-component vector of float) 0:3 Convert int to float ( temp 4-component vector of float) 0:3 Convert float to int ( temp 4-component vector of int) 0:3 'input' ( in 4-component vector of float) 0:3 Constant: 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression 0:3 add ( temp 4-component vector of float) 0:3 add ( temp 4-component vector of float) 0:3 'input' ( in 4-component vector of float) 0:3 Convert int to float ( temp 4-component vector of float) 0:3 Convert float to int ( temp 4-component vector of int) 0:3 'input' ( in 4-component vector of float) 0:3 Constant: 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:3 1.198000 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 34 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 27 30 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 11 "@PixelShaderFunction(vf4;" Name 10 "input" Name 25 "input" Name 27 "input" Name 30 "@entryPointOutput" Name 31 "param" Decorate 27(input) Location 0 Decorate 30(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeFunction 7(fvec4) 8(ptr) 15: TypeInt 32 1 16: TypeVector 15(int) 4 20: 6(float) Constant 1067014160 21: 7(fvec4) ConstantComposite 20 20 20 20 26: TypePointer Input 7(fvec4) 27(input): 26(ptr) Variable Input 29: TypePointer Output 7(fvec4) 30(@entryPointOutput): 29(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 25(input): 8(ptr) Variable Function 31(param): 8(ptr) Variable Function 28: 7(fvec4) Load 27(input) Store 25(input) 28 32: 7(fvec4) Load 25(input) Store 31(param) 32 33: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 31(param) Store 30(@entryPointOutput) 33 Return FunctionEnd 11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label 13: 7(fvec4) Load 10(input) 14: 7(fvec4) Load 10(input) 17: 16(ivec4) ConvertFToS 14 18: 7(fvec4) ConvertSToF 17 19: 7(fvec4) FAdd 13 18 22: 7(fvec4) FAdd 19 21 ReturnValue 22 FunctionEnd