hlsl.intrinsics.d3dcolortoubyte4.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: @main( ( temp 4-component vector of int) 0:5 Function Parameters: 0:? Sequence 0:6 Branch: Return with expression 0:6 Convert float to int ( temp 4-component vector of int) 0:6 vector-scale ( temp 4-component vector of float) 0:6 Constant: 0:6 255.001953 0:6 vector swizzle ( temp 4-component vector of float) 0:6 col4: direct index for structure ( uniform 4-component vector of float) 0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4}) 0:6 Constant: 0:6 0 (const uint) 0:6 Sequence 0:6 Constant: 0:6 2 (const int) 0:6 Constant: 0:6 1 (const int) 0:6 Constant: 0:6 0 (const int) 0:6 Constant: 0:6 3 (const int) 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence 0:5 move second child to first child ( temp 4-component vector of int) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) 0:5 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: @main( ( temp 4-component vector of int) 0:5 Function Parameters: 0:? Sequence 0:6 Branch: Return with expression 0:6 Convert float to int ( temp 4-component vector of int) 0:6 vector-scale ( temp 4-component vector of float) 0:6 Constant: 0:6 255.001953 0:6 vector swizzle ( temp 4-component vector of float) 0:6 col4: direct index for structure ( uniform 4-component vector of float) 0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4}) 0:6 Constant: 0:6 0 (const uint) 0:6 Sequence 0:6 Constant: 0:6 2 (const int) 0:6 Constant: 0:6 1 (const int) 0:6 Constant: 0:6 0 (const int) 0:6 Constant: 0:6 3 (const int) 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence 0:5 move second child to first child ( temp 4-component vector of int) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) 0:5 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 29 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 27 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 9 "@main(" Name 14 "$Global" MemberName 14($Global) 0 "col4" Name 16 "" Name 27 "@entryPointOutput" MemberDecorate 14($Global) 0 Offset 0 Decorate 14($Global) Block Decorate 16 DescriptorSet 0 Decorate 16 Binding 0 Decorate 27(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 7: TypeVector 6(int) 4 8: TypeFunction 7(ivec4) 11: TypeFloat 32 12: 11(float) Constant 1132396672 13: TypeVector 11(float) 4 14($Global): TypeStruct 13(fvec4) 15: TypePointer Uniform 14($Global) 16: 15(ptr) Variable Uniform 17: 6(int) Constant 0 18: TypePointer Uniform 13(fvec4) 26: TypePointer Output 7(ivec4) 27(@entryPointOutput): 26(ptr) Variable Output 4(main): 2 Function None 3 5: Label 28: 7(ivec4) FunctionCall 9(@main() Store 27(@entryPointOutput) 28 Return FunctionEnd 9(@main(): 7(ivec4) Function None 8 10: Label 19: 18(ptr) AccessChain 16 17 20: 13(fvec4) Load 19 21: 13(fvec4) VectorShuffle 20 20 2 1 0 3 22: 13(fvec4) VectorTimesScalar 21 12 23: 7(ivec4) ConvertFToS 22 ReturnValue 23 FunctionEnd