hlsl.semicolons.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: MyFunc( ( temp void) 0:2 Function Parameters: 0:8 Function Definition: MyFunc2( ( temp void) 0:8 Function Parameters: 0:13 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:13 Function Parameters: 0:? Sequence 0:16 move second child to first child ( temp 4-component vector of float) 0:16 color: direct index for structure ( temp 4-component vector of float) 0:16 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: 0:16 1.000000 0:16 1.000000 0:16 1.000000 0:16 1.000000 0:17 Branch: Return with expression 0:17 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 0:13 color: direct index for structure ( temp 4-component vector of float) 0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:13 Constant: 0:13 0 (const int) 0:? Linker Objects 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: MyFunc( ( temp void) 0:2 Function Parameters: 0:8 Function Definition: MyFunc2( ( temp void) 0:8 Function Parameters: 0:13 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 0:13 Function Parameters: 0:? Sequence 0:16 move second child to first child ( temp 4-component vector of float) 0:16 color: direct index for structure ( temp 4-component vector of float) 0:16 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:16 Constant: 0:16 0 (const int) 0:16 Constant: 0:16 1.000000 0:16 1.000000 0:16 1.000000 0:16 1.000000 0:17 Branch: Return with expression 0:17 'ps_output' ( temp structure{ temp 4-component vector of float color}) 0:13 Function Definition: main( ( temp void) 0:13 Function Parameters: 0:? Sequence 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 0:13 color: direct index for structure ( temp 4-component vector of float) 0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 0:13 Constant: 0:13 0 (const int) 0:? Linker Objects 0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 31 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 28 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 6 "MyFunc(" Name 8 "MyFunc2(" Name 12 "PS_OUTPUT" MemberName 12(PS_OUTPUT) 0 "color" Name 14 "@main(" Name 17 "ps_output" Name 28 "@entryPointOutput.color" Decorate 28(@entryPointOutput.color) Location 0 2: TypeVoid 3: TypeFunction 2 10: TypeFloat 32 11: TypeVector 10(float) 4 12(PS_OUTPUT): TypeStruct 11(fvec4) 13: TypeFunction 12(PS_OUTPUT) 16: TypePointer Function 12(PS_OUTPUT) 18: TypeInt 32 1 19: 18(int) Constant 0 20: 10(float) Constant 1065353216 21: 11(fvec4) ConstantComposite 20 20 20 20 22: TypePointer Function 11(fvec4) 27: TypePointer Output 11(fvec4) 28(@entryPointOutput.color): 27(ptr) Variable Output 4(main): 2 Function None 3 5: Label 29:12(PS_OUTPUT) FunctionCall 14(@main() 30: 11(fvec4) CompositeExtract 29 0 Store 28(@entryPointOutput.color) 30 Return FunctionEnd 6(MyFunc(): 2 Function None 3 7: Label Return FunctionEnd 8(MyFunc2(): 2 Function None 3 9: Label Return FunctionEnd 14(@main():12(PS_OUTPUT) Function None 13 15: Label 17(ps_output): 16(ptr) Variable Function 23: 22(ptr) AccessChain 17(ps_output) 19 Store 23 21 24:12(PS_OUTPUT) Load 17(ps_output) ReturnValue 24 FunctionEnd