hlsl.flattenSubset.frag WARNING: AST will form illegal SPIR-V; need to transform to legalize Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:30 Function Definition: @main(vf4; ( temp 4-component vector of float) 0:30 Function Parameters: 0:30 'vpos' ( in 4-component vector of float) 0:? Sequence 0:33 move second child to first child ( temp sampler) 0:33 ss: direct index for structure ( temp sampler) 0:33 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss}) 0:33 's1' ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 2 (const int) 0:33 'samp' ( uniform sampler) 0:34 move second child to first child ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:34 resources: direct index for structure ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:34 's2' ( temp structure{ temp int a1, temp int a2, temp int a3, temp int a4, temp int a5, temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a} resources}) 0:34 Constant: 0:34 5 (const int) 0:34 's1' ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:35 Branch: Return with expression 0:35 texture ( temp 4-component vector of float) 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'tex' ( uniform texture2D) 0:35 ss: direct index for structure ( temp sampler) 0:35 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss}) 0:35 resources: direct index for structure ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:35 's2' ( temp structure{ temp int a1, temp int a2, temp int a3, temp int a4, temp int a5, temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a} resources}) 0:35 Constant: 0:35 5 (const int) 0:35 Constant: 0:35 2 (const int) 0:35 Constant: 0:35 2 (const int) 0:35 Constant: 0:35 0.500000 0:35 0.500000 0:30 Function Definition: main( ( temp void) 0:30 Function Parameters: 0:? Sequence 0:30 move second child to first child ( temp 4-component vector of float) 0:? 'vpos' ( temp 4-component vector of float) 0:? 'vpos' (layout( location=0) in 4-component vector of float) 0:30 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:30 Function Call: @main(vf4; ( temp 4-component vector of float) 0:? 'vpos' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'samp' ( uniform sampler) 0:? 'tex' ( uniform texture2D) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'vpos' (layout( location=0) in 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:30 Function Definition: @main(vf4; ( temp 4-component vector of float) 0:30 Function Parameters: 0:30 'vpos' ( in 4-component vector of float) 0:? Sequence 0:33 move second child to first child ( temp sampler) 0:33 ss: direct index for structure ( temp sampler) 0:33 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss}) 0:33 's1' ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 2 (const int) 0:33 'samp' ( uniform sampler) 0:34 move second child to first child ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:34 resources: direct index for structure ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:34 's2' ( temp structure{ temp int a1, temp int a2, temp int a3, temp int a4, temp int a5, temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a} resources}) 0:34 Constant: 0:34 5 (const int) 0:34 's1' ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:35 Branch: Return with expression 0:35 texture ( temp 4-component vector of float) 0:35 Construct combined texture-sampler ( temp sampler2D) 0:35 'tex' ( uniform texture2D) 0:35 ss: direct index for structure ( temp sampler) 0:35 s0: direct index for structure ( temp structure{ temp int x, temp int y, temp sampler ss}) 0:35 resources: direct index for structure ( temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a}) 0:35 's2' ( temp structure{ temp int a1, temp int a2, temp int a3, temp int a4, temp int a5, temp structure{ temp float b, temp sampler samplerState, temp structure{ temp int x, temp int y, temp sampler ss} s0, temp int a} resources}) 0:35 Constant: 0:35 5 (const int) 0:35 Constant: 0:35 2 (const int) 0:35 Constant: 0:35 2 (const int) 0:35 Constant: 0:35 0.500000 0:35 0.500000 0:30 Function Definition: main( ( temp void) 0:30 Function Parameters: 0:? Sequence 0:30 move second child to first child ( temp 4-component vector of float) 0:? 'vpos' ( temp 4-component vector of float) 0:? 'vpos' (layout( location=0) in 4-component vector of float) 0:30 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:30 Function Call: @main(vf4; ( temp 4-component vector of float) 0:? 'vpos' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'samp' ( uniform sampler) 0:? 'tex' ( uniform texture2D) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'vpos' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 54 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 47 50 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 11 "@main(vf4;" Name 10 "vpos" Name 15 "S0" MemberName 15(S0) 0 "x" MemberName 15(S0) 1 "y" MemberName 15(S0) 2 "ss" Name 16 "S1" MemberName 16(S1) 0 "b" MemberName 16(S1) 1 "samplerState" MemberName 16(S1) 2 "s0" MemberName 16(S1) 3 "a" Name 18 "s1" Name 21 "samp" Name 25 "S2" MemberName 25(S2) 0 "a1" MemberName 25(S2) 1 "a2" MemberName 25(S2) 2 "a3" MemberName 25(S2) 3 "a4" MemberName 25(S2) 4 "a5" MemberName 25(S2) 5 "resources" Name 27 "s2" Name 33 "tex" Name 45 "vpos" Name 47 "vpos" Name 50 "@entryPointOutput" Name 51 "param" Decorate 21(samp) DescriptorSet 0 Decorate 21(samp) Binding 0 Decorate 33(tex) DescriptorSet 0 Decorate 33(tex) Binding 1 Decorate 47(vpos) Location 0 Decorate 50(@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) 13: TypeSampler 14: TypeInt 32 1 15(S0): TypeStruct 14(int) 14(int) 13 16(S1): TypeStruct 6(float) 13 15(S0) 14(int) 17: TypePointer Function 16(S1) 19: 14(int) Constant 2 20: TypePointer UniformConstant 13 21(samp): 20(ptr) Variable UniformConstant 23: TypePointer Function 13 25(S2): TypeStruct 14(int) 14(int) 14(int) 14(int) 14(int) 16(S1) 26: TypePointer Function 25(S2) 28: 14(int) Constant 5 31: TypeImage 6(float) 2D sampled format:Unknown 32: TypePointer UniformConstant 31 33(tex): 32(ptr) Variable UniformConstant 37: TypeSampledImage 31 39: TypeVector 6(float) 2 40: 6(float) Constant 1056964608 41: 39(fvec2) ConstantComposite 40 40 46: TypePointer Input 7(fvec4) 47(vpos): 46(ptr) Variable Input 49: TypePointer Output 7(fvec4) 50(@entryPointOutput): 49(ptr) Variable Output 4(main): 2 Function None 3 5: Label 45(vpos): 8(ptr) Variable Function 51(param): 8(ptr) Variable Function 48: 7(fvec4) Load 47(vpos) Store 45(vpos) 48 52: 7(fvec4) Load 45(vpos) Store 51(param) 52 53: 7(fvec4) FunctionCall 11(@main(vf4;) 51(param) Store 50(@entryPointOutput) 53 Return FunctionEnd 11(@main(vf4;): 7(fvec4) Function None 9 10(vpos): 8(ptr) FunctionParameter 12: Label 18(s1): 17(ptr) Variable Function 27(s2): 26(ptr) Variable Function 22: 13 Load 21(samp) 24: 23(ptr) AccessChain 18(s1) 19 19 Store 24 22 29: 16(S1) Load 18(s1) 30: 17(ptr) AccessChain 27(s2) 28 Store 30 29 34: 31 Load 33(tex) 35: 23(ptr) AccessChain 27(s2) 28 19 19 36: 13 Load 35 38: 37 SampledImage 34 36 42: 7(fvec4) ImageSampleImplicitLod 38 41 ReturnValue 42 FunctionEnd