hlsl.fraggeom.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:9 Function Definition: GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41; ( temp void) 0:9 Function Parameters: 0:9 'IN' ( in structure{ temp 4-component vector of float pos}) 0:9 'OutputStream' ( out structure{ temp 4-component vector of float pos}) 0:? Sequence 0:10 Constant: 0:10 0.000000 0:11 Constant: 0:11 0.000000 0:15 Function Definition: @main( ( temp 4-component vector of float) 0:15 Function Parameters: 0:? Sequence 0:16 Branch: Return with expression 0:16 Constant: 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:15 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:9 Function Definition: GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41; ( temp void) 0:9 Function Parameters: 0:9 'IN' ( in structure{ temp 4-component vector of float pos}) 0:9 'OutputStream' ( out structure{ temp 4-component vector of float pos}) 0:? Sequence 0:10 Constant: 0:10 0.000000 0:11 Constant: 0:11 0.000000 0:15 Function Definition: @main( ( temp 4-component vector of float) 0:15 Function Parameters: 0:? Sequence 0:16 Branch: Return with expression 0:16 Constant: 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:15 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 25 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 23 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 8 "myVertex" MemberName 8(myVertex) 0 "pos" Name 13 "GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41;" Name 11 "IN" Name 12 "OutputStream" Name 16 "@main(" Name 23 "@entryPointOutput" Decorate 23(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(myVertex): TypeStruct 7(fvec4) 9: TypePointer Function 8(myVertex) 10: TypeFunction 2 9(ptr) 9(ptr) 15: TypeFunction 7(fvec4) 18: 6(float) Constant 0 19: 7(fvec4) ConstantComposite 18 18 18 18 22: TypePointer Output 7(fvec4) 23(@entryPointOutput): 22(ptr) Variable Output 4(main): 2 Function None 3 5: Label 24: 7(fvec4) FunctionCall 16(@main() Store 23(@entryPointOutput) 24 Return FunctionEnd 13(GS_Draw(struct-myVertex-vf41;struct-myVertex-vf41;): 2 Function None 10 11(IN): 9(ptr) FunctionParameter 12(OutputStream): 9(ptr) FunctionParameter 14: Label Return FunctionEnd 16(@main(): 7(fvec4) Function None 15 17: Label ReturnValue 19 FunctionEnd