hlsl.sample.dx9.vert Shader version: 500 0:? Sequence 0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Parameters: 0:? Sequence 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:16 add second child into first child ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float) 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 Construct vec2 ( temp 2-component vector of float) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.000000 0:? 1.000000 0:16 direct index ( temp float) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.000000 0:? 1.000000 0:16 Constant: 0:16 3 (const int) 0:17 add second child into first child ( temp 4-component vector of float) 0:17 'PosOut' ( temp 4-component vector of float) 0:17 textureLod ( temp 4-component vector of float) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 Construct vec2 ( temp 2-component vector of float) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.000000 0:? 1.000000 0:17 direct index ( temp float) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.000000 0:? 1.000000 0:17 Constant: 0:17 3 (const int) 0:19 move second child to first child ( temp 4-component vector of float) 0:19 Pos: direct index for structure ( temp 4-component vector of float) 0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:19 Constant: 0:19 0 (const int) 0:19 divide ( temp 4-component vector of float) 0:19 'PosOut' ( temp 4-component vector of float) 0:19 Constant: 0:19 2.000000 0:21 Branch: Return with expression 0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Definition: main( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 0:11 Pos: direct index for structure ( temp 4-component vector of float) 0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 0:? 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) Linked vertex stage: Shader version: 500 0:? Sequence 0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Parameters: 0:? Sequence 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:16 add second child into first child ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float) 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 Construct vec2 ( temp 2-component vector of float) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.000000 0:? 1.000000 0:16 direct index ( temp float) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:? 0.000000 0:? 1.000000 0:16 Constant: 0:16 3 (const int) 0:17 add second child into first child ( temp 4-component vector of float) 0:17 'PosOut' ( temp 4-component vector of float) 0:17 textureLod ( temp 4-component vector of float) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 Construct vec2 ( temp 2-component vector of float) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.000000 0:? 1.000000 0:17 direct index ( temp float) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:? 0.000000 0:? 1.000000 0:17 Constant: 0:17 3 (const int) 0:19 move second child to first child ( temp 4-component vector of float) 0:19 Pos: direct index for structure ( temp 4-component vector of float) 0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:19 Constant: 0:19 0 (const int) 0:19 divide ( temp 4-component vector of float) 0:19 'PosOut' ( temp 4-component vector of float) 0:19 Constant: 0:19 2.000000 0:21 Branch: Return with expression 0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Definition: main( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 0:11 Pos: direct index for structure ( temp 4-component vector of float) 0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 0:? 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 64 Capability Shader 2: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 5 "main" 61 1: String "" Source HLSL 500 1 "// OpModuleProcessed auto-map-locations // OpModuleProcessed auto-map-bindings // OpModuleProcessed entry-point main // OpModuleProcessed client vulkan100 // OpModuleProcessed target-env vulkan1.0 // OpModuleProcessed keep-uncalled // OpModuleProcessed hlsl-offsets #line 1 " Name 5 "main" Name 9 "VS_OUTPUT" MemberName 9(VS_OUTPUT) 0 "Pos" Name 11 "@main(" Name 14 "PosOut" Name 20 "g_sam" Name 36 "g_sam2D" Name 49 "vsout" Name 61 "@entryPointOutput.Pos" Decorate 20(g_sam) DescriptorSet 0 Decorate 20(g_sam) Binding 0 Decorate 36(g_sam2D) DescriptorSet 0 Decorate 36(g_sam2D) Binding 1 Decorate 61(@entryPointOutput.Pos) BuiltIn Position 3: TypeVoid 4: TypeFunction 3 7: TypeFloat 32 8: TypeVector 7(float) 4 9(VS_OUTPUT): TypeStruct 8(fvec4) 10: TypeFunction 9(VS_OUTPUT) 13: TypePointer Function 8(fvec4) 15: 7(float) Constant 0 16: 8(fvec4) ConstantComposite 15 15 15 15 17: TypeImage 7(float) 2D sampled format:Unknown 18: TypeSampledImage 17 19: TypePointer UniformConstant 18 20(g_sam): 19(ptr) Variable UniformConstant 22: 7(float) Constant 1050253722 23: 7(float) Constant 1053609165 24: 7(float) Constant 1065353216 25: 8(fvec4) ConstantComposite 22 23 15 24 26: TypeVector 7(float) 2 30: TypeInt 32 0 31: 30(int) Constant 3 36(g_sam2D): 19(ptr) Variable UniformConstant 38: 7(float) Constant 1056964608 39: 7(float) Constant 1058642330 40: 8(fvec4) ConstantComposite 38 39 15 24 48: TypePointer Function 9(VS_OUTPUT) 50: TypeInt 32 1 51: 50(int) Constant 0 53: 7(float) Constant 1073741824 60: TypePointer Output 8(fvec4) 61(@entryPointOutput.Pos): 60(ptr) Variable Output 5(main): 3 Function None 4 6: Label Line 1 11 0 62:9(VS_OUTPUT) FunctionCall 11(@main() 63: 8(fvec4) CompositeExtract 62 0 Store 61(@entryPointOutput.Pos) 63 Return FunctionEnd 11(@main():9(VS_OUTPUT) Function None 10 12: Label 14(PosOut): 13(ptr) Variable Function 49(vsout): 48(ptr) Variable Function Line 1 14 0 Store 14(PosOut) 16 Line 1 16 0 21: 18 Load 20(g_sam) 27: 7(float) CompositeExtract 25 0 28: 7(float) CompositeExtract 25 1 29: 26(fvec2) CompositeConstruct 27 28 32: 7(float) CompositeExtract 25 3 33: 8(fvec4) ImageSampleExplicitLod 21 29 Lod 32 34: 8(fvec4) Load 14(PosOut) 35: 8(fvec4) FAdd 34 33 Store 14(PosOut) 35 Line 1 17 0 37: 18 Load 36(g_sam2D) 41: 7(float) CompositeExtract 40 0 42: 7(float) CompositeExtract 40 1 43: 26(fvec2) CompositeConstruct 41 42 44: 7(float) CompositeExtract 40 3 45: 8(fvec4) ImageSampleExplicitLod 37 43 Lod 44 46: 8(fvec4) Load 14(PosOut) 47: 8(fvec4) FAdd 46 45 Store 14(PosOut) 47 Line 1 19 0 52: 8(fvec4) Load 14(PosOut) 54: 8(fvec4) CompositeConstruct 53 53 53 53 55: 8(fvec4) FDiv 52 54 56: 13(ptr) AccessChain 49(vsout) 51 Store 56 55 Line 1 21 0 57:9(VS_OUTPUT) Load 49(vsout) ReturnValue 57 FunctionEnd