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:? Sequence 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:? Sequence 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 63 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 60 Source HLSL 500 Name 4 "main" Name 8 "VS_OUTPUT" MemberName 8(VS_OUTPUT) 0 "Pos" Name 10 "@main(" Name 13 "PosOut" Name 19 "g_sam" Name 35 "g_sam2D" Name 48 "vsout" Name 60 "@entryPointOutput.Pos" Decorate 19(g_sam) Binding 0 Decorate 19(g_sam) DescriptorSet 0 Decorate 35(g_sam2D) Binding 1 Decorate 35(g_sam2D) DescriptorSet 0 Decorate 60(@entryPointOutput.Pos) BuiltIn Position 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(VS_OUTPUT): TypeStruct 7(fvec4) 9: TypeFunction 8(VS_OUTPUT) 12: TypePointer Function 7(fvec4) 14: 6(float) Constant 0 15: 7(fvec4) ConstantComposite 14 14 14 14 16: TypeImage 6(float) 2D sampled format:Unknown 17: TypeSampledImage 16 18: TypePointer UniformConstant 17 19(g_sam): 18(ptr) Variable UniformConstant 21: 6(float) Constant 1050253722 22: 6(float) Constant 1053609165 23: 6(float) Constant 1065353216 24: 7(fvec4) ConstantComposite 21 22 14 23 25: TypeVector 6(float) 2 29: TypeInt 32 0 30: 29(int) Constant 3 35(g_sam2D): 18(ptr) Variable UniformConstant 37: 6(float) Constant 1056964608 38: 6(float) Constant 1058642330 39: 7(fvec4) ConstantComposite 37 38 14 23 47: TypePointer Function 8(VS_OUTPUT) 49: TypeInt 32 1 50: 49(int) Constant 0 52: 6(float) Constant 1073741824 59: TypePointer Output 7(fvec4) 60(@entryPointOutput.Pos): 59(ptr) Variable Output 4(main): 2 Function None 3 5: Label 61:8(VS_OUTPUT) FunctionCall 10(@main() 62: 7(fvec4) CompositeExtract 61 0 Store 60(@entryPointOutput.Pos) 62 Return FunctionEnd 10(@main():8(VS_OUTPUT) Function None 9 11: Label 13(PosOut): 12(ptr) Variable Function 48(vsout): 47(ptr) Variable Function Store 13(PosOut) 15 20: 17 Load 19(g_sam) 26: 6(float) CompositeExtract 24 0 27: 6(float) CompositeExtract 24 1 28: 25(fvec2) CompositeConstruct 26 27 31: 6(float) CompositeExtract 24 3 32: 7(fvec4) ImageSampleExplicitLod 20 28 Lod 31 33: 7(fvec4) Load 13(PosOut) 34: 7(fvec4) FAdd 33 32 Store 13(PosOut) 34 36: 17 Load 35(g_sam2D) 40: 6(float) CompositeExtract 39 0 41: 6(float) CompositeExtract 39 1 42: 25(fvec2) CompositeConstruct 40 41 43: 6(float) CompositeExtract 39 3 44: 7(fvec4) ImageSampleExplicitLod 36 42 Lod 43 45: 7(fvec4) Load 13(PosOut) 46: 7(fvec4) FAdd 45 44 Store 13(PosOut) 46 51: 7(fvec4) Load 13(PosOut) 53: 7(fvec4) CompositeConstruct 52 52 52 52 54: 7(fvec4) FDiv 51 53 55: 12(ptr) AccessChain 48(vsout) 50 Store 55 54 56:8(VS_OUTPUT) Load 48(vsout) ReturnValue 56 FunctionEnd