hlsl.sin.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression 0:3 sine ( temp 4-component vector of float) 0:3 'input' ( in 4-component vector of float) 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 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) 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 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 0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Branch: Return with expression 0:3 sine ( temp 4-component vector of float) 0:3 'input' ( in 4-component vector of float) 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 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) 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 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 26 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 19 22 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 11 "@PixelShaderFunction(vf4;" Name 10 "input" Name 17 "input" Name 19 "input" Name 22 "@entryPointOutput" Name 23 "param" Decorate 19(input) Location 0 Decorate 22(@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) 18: TypePointer Input 7(fvec4) 19(input): 18(ptr) Variable Input 21: TypePointer Output 7(fvec4) 22(@entryPointOutput): 21(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 17(input): 8(ptr) Variable Function 23(param): 8(ptr) Variable Function 20: 7(fvec4) Load 19(input) Store 17(input) 20 24: 7(fvec4) Load 17(input) Store 23(param) 24 25: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 23(param) Store 22(@entryPointOutput) 25 Return FunctionEnd 11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label 13: 7(fvec4) Load 10(input) 14: 7(fvec4) ExtInst 1(GLSL.std.450) 13(Sin) 13 ReturnValue 14 FunctionEnd