hlsl.charLit.vert Shader version: 500 0:? Sequence 0:2 Function Definition: @main( ( temp 4-component vector of float) 0:2 Function Parameters: 0:? Sequence 0:3 Sequence 0:3 move second child to first child ( temp uint) 0:3 'a1' ( temp uint) 0:3 Constant: 0:3 65 (const uint) 0:4 Sequence 0:4 move second child to first child ( temp int) 0:4 'a2' ( temp int) 0:4 Constant: 0:4 48 (const int) 0:6 Sequence 0:6 move second child to first child ( temp int) 0:6 'a3' ( temp int) 0:6 Constant: 0:6 7 (const int) 0:7 add second child into first child ( temp int) 0:7 'a3' ( temp int) 0:7 Constant: 0:7 8 (const int) 0:8 add second child into first child ( temp int) 0:8 'a3' ( temp int) 0:8 Constant: 0:8 9 (const int) 0:9 add second child into first child ( temp int) 0:9 'a3' ( temp int) 0:9 Constant: 0:9 10 (const int) 0:10 add second child into first child ( temp int) 0:10 'a3' ( temp int) 0:10 Constant: 0:10 11 (const int) 0:11 add second child into first child ( temp int) 0:11 'a3' ( temp int) 0:11 Constant: 0:11 12 (const int) 0:12 add second child into first child ( temp int) 0:12 'a3' ( temp int) 0:12 Constant: 0:12 13 (const int) 0:14 Sequence 0:14 move second child to first child ( temp int) 0:14 'a10' ( temp int) 0:14 Constant: 0:14 99 (const int) 0:16 Branch: Return with expression 0:16 Construct vec4 ( temp 4-component vector of float) 0:16 Convert uint to float ( temp float) 0:16 add ( temp uint) 0:16 add ( temp uint) 0:16 add ( temp uint) 0:16 'a1' ( temp uint) 0:16 Convert int to uint ( temp uint) 0:16 'a2' ( temp int) 0:16 Convert int to uint ( temp uint) 0:16 'a3' ( temp int) 0:16 Convert int to uint ( temp uint) 0:16 'a10' ( temp int) 0:2 Function Definition: main( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' ( out 4-component vector of float Position) 0:2 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' ( out 4-component vector of float Position) Linked vertex stage: Shader version: 500 0:? Sequence 0:2 Function Definition: @main( ( temp 4-component vector of float) 0:2 Function Parameters: 0:? Sequence 0:3 Sequence 0:3 move second child to first child ( temp uint) 0:3 'a1' ( temp uint) 0:3 Constant: 0:3 65 (const uint) 0:4 Sequence 0:4 move second child to first child ( temp int) 0:4 'a2' ( temp int) 0:4 Constant: 0:4 48 (const int) 0:6 Sequence 0:6 move second child to first child ( temp int) 0:6 'a3' ( temp int) 0:6 Constant: 0:6 7 (const int) 0:7 add second child into first child ( temp int) 0:7 'a3' ( temp int) 0:7 Constant: 0:7 8 (const int) 0:8 add second child into first child ( temp int) 0:8 'a3' ( temp int) 0:8 Constant: 0:8 9 (const int) 0:9 add second child into first child ( temp int) 0:9 'a3' ( temp int) 0:9 Constant: 0:9 10 (const int) 0:10 add second child into first child ( temp int) 0:10 'a3' ( temp int) 0:10 Constant: 0:10 11 (const int) 0:11 add second child into first child ( temp int) 0:11 'a3' ( temp int) 0:11 Constant: 0:11 12 (const int) 0:12 add second child into first child ( temp int) 0:12 'a3' ( temp int) 0:12 Constant: 0:12 13 (const int) 0:14 Sequence 0:14 move second child to first child ( temp int) 0:14 'a10' ( temp int) 0:14 Constant: 0:14 99 (const int) 0:16 Branch: Return with expression 0:16 Construct vec4 ( temp 4-component vector of float) 0:16 Convert uint to float ( temp float) 0:16 add ( temp uint) 0:16 add ( temp uint) 0:16 add ( temp uint) 0:16 'a1' ( temp uint) 0:16 Convert int to uint ( temp uint) 0:16 'a2' ( temp int) 0:16 Convert int to uint ( temp uint) 0:16 'a3' ( temp int) 0:16 Convert int to uint ( temp uint) 0:16 'a10' ( temp int) 0:2 Function Definition: main( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' ( out 4-component vector of float Position) 0:2 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' ( out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 58 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 56 Source HLSL 500 Name 4 "main" Name 9 "@main(" Name 13 "a1" Name 17 "a2" Name 19 "a3" Name 39 "a10" Name 56 "@entryPointOutput" Decorate 56(@entryPointOutput) BuiltIn Position 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 11: TypeInt 32 0 12: TypePointer Function 11(int) 14: 11(int) Constant 65 15: TypeInt 32 1 16: TypePointer Function 15(int) 18: 15(int) Constant 48 20: 15(int) Constant 7 21: 15(int) Constant 8 24: 15(int) Constant 9 27: 15(int) Constant 10 30: 15(int) Constant 11 33: 15(int) Constant 12 36: 15(int) Constant 13 40: 15(int) Constant 99 55: TypePointer Output 7(fvec4) 56(@entryPointOutput): 55(ptr) Variable Output 4(main): 2 Function None 3 5: Label 57: 7(fvec4) FunctionCall 9(@main() Store 56(@entryPointOutput) 57 Return FunctionEnd 9(@main(): 7(fvec4) Function None 8 10: Label 13(a1): 12(ptr) Variable Function 17(a2): 16(ptr) Variable Function 19(a3): 16(ptr) Variable Function 39(a10): 16(ptr) Variable Function Store 13(a1) 14 Store 17(a2) 18 Store 19(a3) 20 22: 15(int) Load 19(a3) 23: 15(int) IAdd 22 21 Store 19(a3) 23 25: 15(int) Load 19(a3) 26: 15(int) IAdd 25 24 Store 19(a3) 26 28: 15(int) Load 19(a3) 29: 15(int) IAdd 28 27 Store 19(a3) 29 31: 15(int) Load 19(a3) 32: 15(int) IAdd 31 30 Store 19(a3) 32 34: 15(int) Load 19(a3) 35: 15(int) IAdd 34 33 Store 19(a3) 35 37: 15(int) Load 19(a3) 38: 15(int) IAdd 37 36 Store 19(a3) 38 Store 39(a10) 40 41: 11(int) Load 13(a1) 42: 15(int) Load 17(a2) 43: 11(int) Bitcast 42 44: 11(int) IAdd 41 43 45: 15(int) Load 19(a3) 46: 11(int) Bitcast 45 47: 11(int) IAdd 44 46 48: 15(int) Load 39(a10) 49: 11(int) Bitcast 48 50: 11(int) IAdd 47 49 51: 6(float) ConvertUToF 50 52: 7(fvec4) CompositeConstruct 51 51 51 51 ReturnValue 52 FunctionEnd