hlsl.sample.dx9.vert Shader version: 500 0:? Sequence 0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Parameters: 0:? Scope 0:12 Sequence 0:12 Declare ( temp void) 0:12 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float) 0:14 Constant: 0:14 0.000000 0:14 0.000000 0:14 0.000000 0:14 0.000000 0:16 add second child into first child ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float) 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 Construct vec2 ( temp 2-component vector of float) 0:16 Constant: 0:16 0.300000 0:16 0.400000 0:16 0.000000 0:16 1.000000 0:16 direct index ( temp float) 0:16 Constant: 0:16 0.300000 0:16 0.400000 0:16 0.000000 0:16 1.000000 0:16 Constant: 0:16 3 (const int) 0:17 add second child into first child ( temp 4-component vector of float) 0:17 'PosOut' ( temp 4-component vector of float) 0:17 textureLod ( temp 4-component vector of float) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 Construct vec2 ( temp 2-component vector of float) 0:17 Constant: 0:17 0.500000 0:17 0.600000 0:17 0.000000 0:17 1.000000 0:17 direct index ( temp float) 0:17 Constant: 0:17 0.500000 0:17 0.600000 0:17 0.000000 0:17 1.000000 0:17 Constant: 0:17 3 (const int) 0:19 move second child to first child ( temp 4-component vector of float) 0:19 Pos: direct index for structure ( temp 4-component vector of float) 0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:19 Constant: 0:19 0 (const int) 0:19 divide ( temp 4-component vector of float) 0:19 'PosOut' ( temp 4-component vector of float) 0:19 Constant: 0:19 2.000000 0:21 Branch: Return with expression 0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Definition: main( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 0:11 Pos: direct index for structure ( temp 4-component vector of float) 0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 0:? 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) Linked vertex stage: Shader version: 500 0:? Sequence 0:11 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Parameters: 0:? Scope 0:12 Sequence 0:12 Declare ( temp void) 0:12 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'PosOut' ( temp 4-component vector of float) 0:14 Constant: 0:14 0.000000 0:14 0.000000 0:14 0.000000 0:14 0.000000 0:16 add second child into first child ( temp 4-component vector of float) 0:16 'PosOut' ( temp 4-component vector of float) 0:16 textureLod ( temp 4-component vector of float) 0:16 'g_sam' (layout( binding=0) uniform sampler2D) 0:16 Construct vec2 ( temp 2-component vector of float) 0:16 Constant: 0:16 0.300000 0:16 0.400000 0:16 0.000000 0:16 1.000000 0:16 direct index ( temp float) 0:16 Constant: 0:16 0.300000 0:16 0.400000 0:16 0.000000 0:16 1.000000 0:16 Constant: 0:16 3 (const int) 0:17 add second child into first child ( temp 4-component vector of float) 0:17 'PosOut' ( temp 4-component vector of float) 0:17 textureLod ( temp 4-component vector of float) 0:17 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:17 Construct vec2 ( temp 2-component vector of float) 0:17 Constant: 0:17 0.500000 0:17 0.600000 0:17 0.000000 0:17 1.000000 0:17 direct index ( temp float) 0:17 Constant: 0:17 0.500000 0:17 0.600000 0:17 0.000000 0:17 1.000000 0:17 Constant: 0:17 3 (const int) 0:19 move second child to first child ( temp 4-component vector of float) 0:19 Pos: direct index for structure ( temp 4-component vector of float) 0:19 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:19 Constant: 0:19 0 (const int) 0:19 divide ( temp 4-component vector of float) 0:19 'PosOut' ( temp 4-component vector of float) 0:19 Constant: 0:19 2.000000 0:21 Branch: Return with expression 0:21 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:11 Function Definition: main( ( temp void) 0:11 Function Parameters: 0:? Sequence 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) 0:11 Pos: direct index for structure ( temp 4-component vector of float) 0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:11 Constant: 0:11 0 (const int) 0:? Linker Objects 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 0:? 'g_sam2D' (layout( binding=1) uniform sampler2D) 0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 64 Capability Shader 2: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 5 "main" 61 1: String "" Source HLSL 500 1 "// OpModuleProcessed auto-map-locations // OpModuleProcessed auto-map-bindings // OpModuleProcessed entry-point main // OpModuleProcessed client vulkan100 // OpModuleProcessed target-env vulkan1.0 // OpModuleProcessed keep-uncalled // OpModuleProcessed hlsl-offsets #line 1 " Name 5 "main" Name 9 "VS_OUTPUT" MemberName 9(VS_OUTPUT) 0 "Pos" Name 11 "@main(" Name 14 "vsout" Name 16 "PosOut" Name 22 "g_sam" Name 38 "g_sam2D" Name 61 "@entryPointOutput.Pos" Decorate 22(g_sam) Binding 0 Decorate 22(g_sam) DescriptorSet 0 Decorate 38(g_sam2D) Binding 1 Decorate 38(g_sam2D) DescriptorSet 0 Decorate 61(@entryPointOutput.Pos) BuiltIn Position 3: TypeVoid 4: TypeFunction 3 7: TypeFloat 32 8: TypeVector 7(float) 4 9(VS_OUTPUT): TypeStruct 8(fvec4) 10: TypeFunction 9(VS_OUTPUT) 13: TypePointer Function 9(VS_OUTPUT) 15: TypePointer Function 8(fvec4) 17: 7(float) Constant 0 18: 8(fvec4) ConstantComposite 17 17 17 17 19: TypeImage 7(float) 2D sampled format:Unknown 20: TypeSampledImage 19 21: TypePointer UniformConstant 20 22(g_sam): 21(ptr) Variable UniformConstant 24: 7(float) Constant 1050253722 25: 7(float) Constant 1053609165 26: 7(float) Constant 1065353216 27: 8(fvec4) ConstantComposite 24 25 17 26 28: TypeVector 7(float) 2 32: TypeInt 32 0 33: 32(int) Constant 3 38(g_sam2D): 21(ptr) Variable UniformConstant 40: 7(float) Constant 1056964608 41: 7(float) Constant 1058642330 42: 8(fvec4) ConstantComposite 40 41 17 26 50: TypeInt 32 1 51: 50(int) Constant 0 53: 7(float) Constant 1073741824 60: TypePointer Output 8(fvec4) 61(@entryPointOutput.Pos): 60(ptr) Variable Output Line 1 11 1 5(main): 3 Function None 4 6: Label Line 1 11 0 62:9(VS_OUTPUT) FunctionCall 11(@main() 63: 8(fvec4) CompositeExtract 62 0 Store 61(@entryPointOutput.Pos) 63 Return FunctionEnd Line 1 11 1 11(@main():9(VS_OUTPUT) Function None 10 12: Label 14(vsout): 13(ptr) Variable Function 16(PosOut): 15(ptr) Variable Function Line 1 14 0 Store 16(PosOut) 18 Line 1 16 0 23: 20 Load 22(g_sam) 29: 7(float) CompositeExtract 27 0 30: 7(float) CompositeExtract 27 1 31: 28(fvec2) CompositeConstruct 29 30 34: 7(float) CompositeExtract 27 3 35: 8(fvec4) ImageSampleExplicitLod 23 31 Lod 34 36: 8(fvec4) Load 16(PosOut) 37: 8(fvec4) FAdd 36 35 Store 16(PosOut) 37 Line 1 17 0 39: 20 Load 38(g_sam2D) 43: 7(float) CompositeExtract 42 0 44: 7(float) CompositeExtract 42 1 45: 28(fvec2) CompositeConstruct 43 44 46: 7(float) CompositeExtract 42 3 47: 8(fvec4) ImageSampleExplicitLod 39 45 Lod 46 48: 8(fvec4) Load 16(PosOut) 49: 8(fvec4) FAdd 48 47 Store 16(PosOut) 49 Line 1 19 0 52: 8(fvec4) Load 16(PosOut) 54: 8(fvec4) CompositeConstruct 53 53 53 53 55: 8(fvec4) FDiv 52 54 56: 15(ptr) AccessChain 14(vsout) 51 Store 56 55 Line 1 21 0 57:9(VS_OUTPUT) Load 14(vsout) ReturnValue 57 FunctionEnd