hlsl.preprocessor.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:9 Function Definition: @main(vf4; ( temp 4-component vector of float) 0:9 Function Parameters: 0:9 'input' ( in 4-component vector of float) 0:? Sequence 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'tex' ( temp 4-component vector of float) 0:10 texture ( temp 4-component vector of float) 0:10 Construct combined texture-sampler ( temp sampler2D) 0:10 'test_texture' ( uniform texture2D) 0:10 'test_texture_ss' ( uniform sampler) 0:10 vector swizzle ( temp 2-component vector of float) 0:10 vector swizzle ( temp 2-component vector of float) 0:10 'input' ( in 4-component vector of float) 0:10 Sequence 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 1 (const int) 0:10 Sequence 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 1 (const int) 0:11 Branch: Return with expression 0:11 'tex' ( temp 4-component vector of float) 0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence 0:9 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) 0:9 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:9 Function Call: @main(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'test_texture' ( uniform texture2D) 0:? 'test_texture_ss' ( uniform sampler) 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 0:9 Function Definition: @main(vf4; ( temp 4-component vector of float) 0:9 Function Parameters: 0:9 'input' ( in 4-component vector of float) 0:? Sequence 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'tex' ( temp 4-component vector of float) 0:10 texture ( temp 4-component vector of float) 0:10 Construct combined texture-sampler ( temp sampler2D) 0:10 'test_texture' ( uniform texture2D) 0:10 'test_texture_ss' ( uniform sampler) 0:10 vector swizzle ( temp 2-component vector of float) 0:10 vector swizzle ( temp 2-component vector of float) 0:10 'input' ( in 4-component vector of float) 0:10 Sequence 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 1 (const int) 0:10 Sequence 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 1 (const int) 0:11 Branch: Return with expression 0:11 'tex' ( temp 4-component vector of float) 0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence 0:9 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) 0:9 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:9 Function Call: @main(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'test_texture' ( uniform texture2D) 0:? 'test_texture_ss' ( uniform sampler) 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 40 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 33 36 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 11 "@main(vf4;" Name 10 "input" Name 13 "tex" Name 16 "test_texture" Name 20 "test_texture_ss" Name 31 "input" Name 33 "input" Name 36 "@entryPointOutput" Name 37 "param" Decorate 16(test_texture) DescriptorSet 0 Decorate 16(test_texture) Binding 0 Decorate 20(test_texture_ss) DescriptorSet 0 Decorate 20(test_texture_ss) Binding 1 Decorate 33(input) Location 0 Decorate 36(@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) 14: TypeImage 6(float) 2D sampled format:Unknown 15: TypePointer UniformConstant 14 16(test_texture): 15(ptr) Variable UniformConstant 18: TypeSampler 19: TypePointer UniformConstant 18 20(test_texture_ss): 19(ptr) Variable UniformConstant 22: TypeSampledImage 14 24: TypeVector 6(float) 2 32: TypePointer Input 7(fvec4) 33(input): 32(ptr) Variable Input 35: TypePointer Output 7(fvec4) 36(@entryPointOutput): 35(ptr) Variable Output 4(main): 2 Function None 3 5: Label 31(input): 8(ptr) Variable Function 37(param): 8(ptr) Variable Function 34: 7(fvec4) Load 33(input) Store 31(input) 34 38: 7(fvec4) Load 31(input) Store 37(param) 38 39: 7(fvec4) FunctionCall 11(@main(vf4;) 37(param) Store 36(@entryPointOutput) 39 Return FunctionEnd 11(@main(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label 13(tex): 8(ptr) Variable Function 17: 14 Load 16(test_texture) 21: 18 Load 20(test_texture_ss) 23: 22 SampledImage 17 21 25: 7(fvec4) Load 10(input) 26: 24(fvec2) VectorShuffle 25 25 0 1 27: 7(fvec4) ImageSampleImplicitLod 23 26 Store 13(tex) 27 28: 7(fvec4) Load 13(tex) ReturnValue 28 FunctionEnd