hlsl.init.frag WARNING: 0:40: 'typedef' : struct-member initializers ignored WARNING: 0:40: 'typedef' : struct-member initializers ignored Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'a1' ( global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 0.500000 0:? 0.000000 0:? 1.000000 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'b1' ( global 4-component vector of float) 0:? Constant: 0:? 2.000000 0:? 2.500000 0:? 2.100000 0:? 2.200000 0:2 Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:2 'a1i' ( global 4-component vector of float) 0:2 Constant: 0:2 1.000000 0:2 0.500000 0:2 0.000000 0:2 1.000000 0:2 move second child to first child ( temp 4-component vector of float) 0:2 'b1i' ( global 4-component vector of float) 0:2 Constant: 0:2 2.000000 0:2 2.500000 0:2 2.100000 0:2 2.200000 0:3 Sequence 0:3 move second child to first child ( temp float) 0:3 'a2' ( global float) 0:3 Constant: 0:3 0.200000 0:4 Sequence 0:4 move second child to first child ( temp float) 0:4 'b3' ( global float) 0:4 Constant: 0:4 0.300000 0:5 Sequence 0:5 move second child to first child ( temp float) 0:5 'b4' ( global float) 0:5 Constant: 0:5 0.400000 0:6 Sequence 0:6 move second child to first child ( temp float) 0:6 'a5' ( global float) 0:6 Constant: 0:6 0.500000 0:6 move second child to first child ( temp float) 0:6 'c5' ( global float) 0:6 Constant: 0:6 1.500000 0:9 Sequence 0:9 move second child to first child ( temp structure{ temp int f}) 0:9 'single1' ( global structure{ temp int f}) 0:9 Constant: 0:9 10 (const int) 0:12 Sequence 0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v}) 0:12 'single2' ( global structure{ temp 2-component vector of uint v}) 0:12 Constant: 0:12 1 (const uint) 0:12 2 (const uint) 0:15 Sequence 0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1}) 0:15 'single3' ( global structure{ temp structure{ temp int f} s1}) 0:15 Constant: 0:15 3 (const int) 0:18 Sequence 0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1}) 0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1}) 0:18 Constant: 0:18 4 (const uint) 0:18 5 (const uint) 0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float) 0:21 Function Parameters: 0:21 'input' ( in 4-component vector of float) 0:? Sequence 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 'a2' ( temp 4-component vector of float) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:32 Sequence 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) 0:32 'a5' ( global float) 0:32 Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Comma ( temp float) 0:32 'a3' ( global float) 0:32 'a4' ( global float) 0:32 Constant: 0:32 12 (const int) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) 0:32 'a5' ( global float) 0:? Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Comma ( temp float) 0:32 'a3' ( global float) 0:32 'a4' ( global float) 0:32 Constant: 0:32 12 (const int) 0:33 Sequence 0:33 move second child to first child ( temp float) 0:33 'a8' ( temp float) 0:33 Comma ( temp float) 0:33 'a2' ( temp 4-component vector of float) 0:33 'b2' ( global float) 0:33 move second child to first child ( temp float) 0:33 'a9' ( temp float) 0:33 'a5' ( global float) 0:35 Branch: Return with expression 0:35 component-wise multiply ( temp 4-component vector of float) 0:35 'input' ( in 4-component vector of float) 0:35 'a1' ( global 4-component vector of float) 0:21 Function Definition: ShaderFunction( ( temp void) 0:21 Function Parameters: 0:? Sequence 0:21 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) 0:21 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'a1' ( global 4-component vector of float) 0:? 'b1' ( global 4-component vector of float) 0:? 'a1i' ( global 4-component vector of float) 0:? 'b1i' ( global 4-component vector of float) 0:? 'a2' ( global float) 0:? 'b2' ( global float) 0:? 'a3' ( global float) 0:? 'b3' ( global float) 0:? 'a4' ( global float) 0:? 'b4' ( global float) 0:? 'c4' ( global float) 0:? 'a5' ( global float) 0:? 'b5' ( global float) 0:? 'c5' ( global float) 0:? 'single1' ( global structure{ temp int f}) 0:? 'single2' ( global structure{ temp 2-component vector of uint v}) 0:? 'single3' ( global structure{ temp structure{ temp int f} s1}) 0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c}) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:1 Sequence 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'a1' ( global 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 0.500000 0:? 0.000000 0:? 1.000000 0:1 move second child to first child ( temp 4-component vector of float) 0:1 'b1' ( global 4-component vector of float) 0:? Constant: 0:? 2.000000 0:? 2.500000 0:? 2.100000 0:? 2.200000 0:2 Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:2 'a1i' ( global 4-component vector of float) 0:2 Constant: 0:2 1.000000 0:2 0.500000 0:2 0.000000 0:2 1.000000 0:2 move second child to first child ( temp 4-component vector of float) 0:2 'b1i' ( global 4-component vector of float) 0:2 Constant: 0:2 2.000000 0:2 2.500000 0:2 2.100000 0:2 2.200000 0:3 Sequence 0:3 move second child to first child ( temp float) 0:3 'a2' ( global float) 0:3 Constant: 0:3 0.200000 0:4 Sequence 0:4 move second child to first child ( temp float) 0:4 'b3' ( global float) 0:4 Constant: 0:4 0.300000 0:5 Sequence 0:5 move second child to first child ( temp float) 0:5 'b4' ( global float) 0:5 Constant: 0:5 0.400000 0:6 Sequence 0:6 move second child to first child ( temp float) 0:6 'a5' ( global float) 0:6 Constant: 0:6 0.500000 0:6 move second child to first child ( temp float) 0:6 'c5' ( global float) 0:6 Constant: 0:6 1.500000 0:9 Sequence 0:9 move second child to first child ( temp structure{ temp int f}) 0:9 'single1' ( global structure{ temp int f}) 0:9 Constant: 0:9 10 (const int) 0:12 Sequence 0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v}) 0:12 'single2' ( global structure{ temp 2-component vector of uint v}) 0:12 Constant: 0:12 1 (const uint) 0:12 2 (const uint) 0:15 Sequence 0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1}) 0:15 'single3' ( global structure{ temp structure{ temp int f} s1}) 0:15 Constant: 0:15 3 (const int) 0:18 Sequence 0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1}) 0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1}) 0:18 Constant: 0:18 4 (const uint) 0:18 5 (const uint) 0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float) 0:21 Function Parameters: 0:21 'input' ( in 4-component vector of float) 0:? Sequence 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 'a2' ( temp 4-component vector of float) 0:? Constant: 0:? 0.200000 0:? 0.300000 0:? 0.400000 0:? 0.500000 0:32 Sequence 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) 0:32 'a5' ( global float) 0:32 Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Comma ( temp float) 0:32 'a3' ( global float) 0:32 'a4' ( global float) 0:32 Constant: 0:32 12 (const int) 0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1}) 0:32 Constant: 0:32 9 (const int) 0:32 'a5' ( global float) 0:? Construct structure ( temp structure{ temp float f, temp int i}) 0:32 Comma ( temp float) 0:32 'a3' ( global float) 0:32 'a4' ( global float) 0:32 Constant: 0:32 12 (const int) 0:33 Sequence 0:33 move second child to first child ( temp float) 0:33 'a8' ( temp float) 0:33 Comma ( temp float) 0:33 'a2' ( temp 4-component vector of float) 0:33 'b2' ( global float) 0:33 move second child to first child ( temp float) 0:33 'a9' ( temp float) 0:33 'a5' ( global float) 0:35 Branch: Return with expression 0:35 component-wise multiply ( temp 4-component vector of float) 0:35 'input' ( in 4-component vector of float) 0:35 'a1' ( global 4-component vector of float) 0:21 Function Definition: ShaderFunction( ( temp void) 0:21 Function Parameters: 0:? Sequence 0:21 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) 0:21 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'a1' ( global 4-component vector of float) 0:? 'b1' ( global 4-component vector of float) 0:? 'a1i' ( global 4-component vector of float) 0:? 'b1i' ( global 4-component vector of float) 0:? 'a2' ( global float) 0:? 'b2' ( global float) 0:? 'a3' ( global float) 0:? 'b3' ( global float) 0:? 'a4' ( global float) 0:? 'b4' ( global float) 0:? 'c4' ( global float) 0:? 'a5' ( global float) 0:? 'b5' ( global float) 0:? 'c5' ( global float) 0:? 'single1' ( global structure{ temp int f}) 0:? 'single2' ( global structure{ temp 2-component vector of uint v}) 0:? 'single3' ( global structure{ temp structure{ temp int f} s1}) 0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c}) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 110 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "ShaderFunction" 98 101 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "ShaderFunction" Name 11 "@ShaderFunction(vf4;" Name 10 "input" Name 14 "a1" Name 19 "b1" Name 25 "a1i" Name 26 "b1i" Name 28 "a2" Name 30 "b3" Name 32 "b4" Name 34 "a5" Name 35 "c5" Name 38 "Single1" MemberName 38(Single1) 0 "f" Name 40 "single1" Name 45 "Single2" MemberName 45(Single2) 0 "v" Name 47 "single2" Name 52 "Single3" MemberName 52(Single3) 0 "s1" Name 54 "single3" Name 58 "Single4" MemberName 58(Single4) 0 "s1" Name 60 "single4" Name 66 "a2" Name 68 "S1" MemberName 68(S1) 0 "f" MemberName 68(S1) 1 "i" Name 69 "S2" MemberName 69(S2) 0 "j" MemberName 69(S2) 1 "g" MemberName 69(S2) 2 "s1" Name 71 "s2i" Name 74 "a3" Name 75 "a4" Name 80 "s2" Name 86 "a8" Name 87 "b2" Name 89 "a9" Name 96 "input" Name 98 "input" Name 101 "@entryPointOutput" Name 102 "param" Name 105 "c4" Name 106 "b5" Name 107 "Constants" MemberName 107(Constants) 0 "a" MemberName 107(Constants) 1 "b" MemberName 107(Constants) 2 "c" Name 109 "" Decorate 98(input) Location 0 Decorate 101(@entryPointOutput) Location 0 MemberDecorate 107(Constants) 0 Offset 0 MemberDecorate 107(Constants) 1 Offset 4 MemberDecorate 107(Constants) 2 Offset 8 Decorate 107(Constants) Block Decorate 109 DescriptorSet 0 Decorate 109 Binding 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: TypePointer Private 7(fvec4) 14(a1): 13(ptr) Variable Private 15: 6(float) Constant 1065353216 16: 6(float) Constant 1056964608 17: 6(float) Constant 0 18: 7(fvec4) ConstantComposite 15 16 17 15 19(b1): 13(ptr) Variable Private 20: 6(float) Constant 1073741824 21: 6(float) Constant 1075838976 22: 6(float) Constant 1074161254 23: 6(float) Constant 1074580685 24: 7(fvec4) ConstantComposite 20 21 22 23 25(a1i): 13(ptr) Variable Private 26(b1i): 13(ptr) Variable Private 27: TypePointer Private 6(float) 28(a2): 27(ptr) Variable Private 29: 6(float) Constant 1045220557 30(b3): 27(ptr) Variable Private 31: 6(float) Constant 1050253722 32(b4): 27(ptr) Variable Private 33: 6(float) Constant 1053609165 34(a5): 27(ptr) Variable Private 35(c5): 27(ptr) Variable Private 36: 6(float) Constant 1069547520 37: TypeInt 32 1 38(Single1): TypeStruct 37(int) 39: TypePointer Private 38(Single1) 40(single1): 39(ptr) Variable Private 41: 37(int) Constant 10 42: 38(Single1) ConstantComposite 41 43: TypeInt 32 0 44: TypeVector 43(int) 2 45(Single2): TypeStruct 44(ivec2) 46: TypePointer Private 45(Single2) 47(single2): 46(ptr) Variable Private 48: 43(int) Constant 1 49: 43(int) Constant 2 50: 44(ivec2) ConstantComposite 48 49 51: 45(Single2) ConstantComposite 50 52(Single3): TypeStruct 38(Single1) 53: TypePointer Private 52(Single3) 54(single3): 53(ptr) Variable Private 55: 37(int) Constant 3 56: 38(Single1) ConstantComposite 55 57: 52(Single3) ConstantComposite 56 58(Single4): TypeStruct 45(Single2) 59: TypePointer Private 58(Single4) 60(single4): 59(ptr) Variable Private 61: 43(int) Constant 4 62: 43(int) Constant 5 63: 44(ivec2) ConstantComposite 61 62 64: 45(Single2) ConstantComposite 63 65: 58(Single4) ConstantComposite 64 67: 7(fvec4) ConstantComposite 29 31 33 16 68(S1): TypeStruct 6(float) 37(int) 69(S2): TypeStruct 37(int) 6(float) 68(S1) 70: TypePointer Function 69(S2) 72: 37(int) Constant 9 74(a3): 27(ptr) Variable Private 75(a4): 27(ptr) Variable Private 77: 37(int) Constant 12 85: TypePointer Function 6(float) 87(b2): 27(ptr) Variable Private 97: TypePointer Input 7(fvec4) 98(input): 97(ptr) Variable Input 100: TypePointer Output 7(fvec4) 101(@entryPointOutput): 100(ptr) Variable Output 105(c4): 27(ptr) Variable Private 106(b5): 27(ptr) Variable Private 107(Constants): TypeStruct 6(float) 6(float) 6(float) 108: TypePointer Uniform 107(Constants) 109: 108(ptr) Variable Uniform 4(ShaderFunction): 2 Function None 3 5: Label 96(input): 8(ptr) Variable Function 102(param): 8(ptr) Variable Function Store 14(a1) 18 Store 19(b1) 24 Store 25(a1i) 18 Store 26(b1i) 24 Store 28(a2) 29 Store 30(b3) 31 Store 32(b4) 33 Store 34(a5) 16 Store 35(c5) 36 Store 40(single1) 42 Store 47(single2) 51 Store 54(single3) 57 Store 60(single4) 65 99: 7(fvec4) Load 98(input) Store 96(input) 99 103: 7(fvec4) Load 96(input) Store 102(param) 103 104: 7(fvec4) FunctionCall 11(@ShaderFunction(vf4;) 102(param) Store 101(@entryPointOutput) 104 Return FunctionEnd 11(@ShaderFunction(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label 66(a2): 8(ptr) Variable Function 71(s2i): 70(ptr) Variable Function 80(s2): 70(ptr) Variable Function 86(a8): 85(ptr) Variable Function 89(a9): 85(ptr) Variable Function Store 66(a2) 67 73: 6(float) Load 34(a5) 76: 6(float) Load 75(a4) 78: 68(S1) CompositeConstruct 76 77 79: 69(S2) CompositeConstruct 72 73 78 Store 71(s2i) 79 81: 6(float) Load 34(a5) 82: 6(float) Load 75(a4) 83: 68(S1) CompositeConstruct 82 77 84: 69(S2) CompositeConstruct 72 81 83 Store 80(s2) 84 88: 6(float) Load 87(b2) Store 86(a8) 88 90: 6(float) Load 34(a5) Store 89(a9) 90 91: 7(fvec4) Load 10(input) 92: 7(fvec4) Load 14(a1) 93: 7(fvec4) FMul 91 92 ReturnValue 93 FunctionEnd