hlsl.inf.vert Shader version: 500 0:? Sequence 0:2 Function Definition: @main( ( temp 4-component vector of float) 0:2 Function Parameters: 0:? Sequence 0:3 Sequence 0:3 move second child to first child ( temp float) 0:3 'f1' ( temp float) 0:3 Constant: 0:3 -1.#INF 0:4 Sequence 0:4 move second child to first child ( temp float) 0:4 'f2' ( temp float) 0:4 Constant: 0:4 +1.#INF 0:5 Sequence 0:5 move second child to first child ( temp float) 0:5 'f3' ( temp float) 0:5 Constant: 0:5 +1.#INF 0:6 Sequence 0:6 move second child to first child ( temp float) 0:6 'f4' ( temp float) 0:6 add ( temp float) 0:6 component-wise multiply ( temp float) 0:6 'f2' ( temp float) 0:6 Constant: 0:6 +1.#INF 0:6 Constant: 0:6 +1.#INF 0:10 Branch: Return with expression 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 add ( temp float) 0:10 add ( temp float) 0:10 add ( temp float) 0:10 add ( temp float) 0:10 add ( temp float) 0:10 'f1' ( temp float) 0:10 'f2' ( temp float) 0:10 'f3' ( temp float) 0:10 'f4' ( temp float) 0:10 Constant: 0:10 -1.#INF 0:10 Constant: 0:10 1.#IND 0:2 Function Definition: main( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' ( out 4-component vector of float Position) 0:2 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' ( out 4-component vector of float Position) Linked vertex stage: Shader version: 500 0:? Sequence 0:2 Function Definition: @main( ( temp 4-component vector of float) 0:2 Function Parameters: 0:? Sequence 0:3 Sequence 0:3 move second child to first child ( temp float) 0:3 'f1' ( temp float) 0:3 Constant: 0:3 -1.#INF 0:4 Sequence 0:4 move second child to first child ( temp float) 0:4 'f2' ( temp float) 0:4 Constant: 0:4 +1.#INF 0:5 Sequence 0:5 move second child to first child ( temp float) 0:5 'f3' ( temp float) 0:5 Constant: 0:5 +1.#INF 0:6 Sequence 0:6 move second child to first child ( temp float) 0:6 'f4' ( temp float) 0:6 add ( temp float) 0:6 component-wise multiply ( temp float) 0:6 'f2' ( temp float) 0:6 Constant: 0:6 +1.#INF 0:6 Constant: 0:6 +1.#INF 0:10 Branch: Return with expression 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 add ( temp float) 0:10 add ( temp float) 0:10 add ( temp float) 0:10 add ( temp float) 0:10 add ( temp float) 0:10 'f1' ( temp float) 0:10 'f2' ( temp float) 0:10 'f3' ( temp float) 0:10 'f4' ( temp float) 0:10 Constant: 0:10 -1.#INF 0:10 Constant: 0:10 1.#IND 0:2 Function Definition: main( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' ( out 4-component vector of float Position) 0:2 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' ( out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 37 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 35 Source HLSL 500 Name 4 "main" Name 9 "@main(" Name 12 "f1" Name 14 "f2" Name 16 "f3" Name 17 "f4" Name 35 "@entryPointOutput" Decorate 35(@entryPointOutput) BuiltIn Position 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 11: TypePointer Function 6(float) 13: 6(float) Constant 4286578688 15: 6(float) Constant 2139095040 29: 6(float) Constant 4290772992 34: TypePointer Output 7(fvec4) 35(@entryPointOutput): 34(ptr) Variable Output 4(main): 2 Function None 3 5: Label 36: 7(fvec4) FunctionCall 9(@main() Store 35(@entryPointOutput) 36 Return FunctionEnd 9(@main(): 7(fvec4) Function None 8 10: Label 12(f1): 11(ptr) Variable Function 14(f2): 11(ptr) Variable Function 16(f3): 11(ptr) Variable Function 17(f4): 11(ptr) Variable Function Store 12(f1) 13 Store 14(f2) 15 Store 16(f3) 15 18: 6(float) Load 14(f2) 19: 6(float) FMul 18 15 20: 6(float) FAdd 19 15 Store 17(f4) 20 21: 6(float) Load 12(f1) 22: 6(float) Load 14(f2) 23: 6(float) FAdd 21 22 24: 6(float) Load 16(f3) 25: 6(float) FAdd 23 24 26: 6(float) Load 17(f4) 27: 6(float) FAdd 25 26 28: 6(float) FAdd 27 13 30: 6(float) FAdd 28 29 31: 7(fvec4) CompositeConstruct 30 30 30 30 ReturnValue 31 FunctionEnd