hlsl.pp.line.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:4  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4    Function Parameters: 
0:?     Sequence
0:124      Sequence
0:124        move second child to first child ( temp int)
0:124          'thisLineIs' ( temp int)
0:124          Constant:
0:124            124 (const int)
0:126      move second child to first child ( temp 4-component vector of float)
0:126        Color: direct index for structure ( temp 4-component vector of float)
0:126          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:126          Constant:
0:126            0 (const int)
0:126        Construct vec4 ( temp 4-component vector of float)
0:126          Convert int to float ( temp float)
0:126            'thisLineIs' ( temp int)
0:126          Constant:
0:126            0.000000
0:126          Constant:
0:126            0.000000
0:126          Constant:
0:126            1.000000
0:127      move second child to first child ( temp float)
0:127        Depth: direct index for structure ( temp float)
0:127          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:127          Constant:
0:127            1 (const int)
0:127        Constant:
0:127          1.000000
0:129      Branch: Return with expression
0:129        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4  Function Definition: main( ( temp void)
0:4    Function Parameters: 
0:?     Sequence
0:4      Sequence
0:4        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4        move second child to first child ( temp 4-component vector of float)
0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:4          Color: direct index for structure ( temp 4-component vector of float)
0:4            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4            Constant:
0:4              0 (const int)
0:4        move second child to first child ( temp float)
0:?           '@entryPointOutput.Depth' ( out float FragDepth)
0:4          Depth: direct index for structure ( temp float)
0:4            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4            Constant:
0:4              1 (const int)
0:?   Linker Objects
0:?     '@entryPointOutput.Depth' ( out float FragDepth)
0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)


Linked fragment stage:


Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:4  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4    Function Parameters: 
0:?     Sequence
0:124      Sequence
0:124        move second child to first child ( temp int)
0:124          'thisLineIs' ( temp int)
0:124          Constant:
0:124            124 (const int)
0:126      move second child to first child ( temp 4-component vector of float)
0:126        Color: direct index for structure ( temp 4-component vector of float)
0:126          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:126          Constant:
0:126            0 (const int)
0:126        Construct vec4 ( temp 4-component vector of float)
0:126          Convert int to float ( temp float)
0:126            'thisLineIs' ( temp int)
0:126          Constant:
0:126            0.000000
0:126          Constant:
0:126            0.000000
0:126          Constant:
0:126            1.000000
0:127      move second child to first child ( temp float)
0:127        Depth: direct index for structure ( temp float)
0:127          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:127          Constant:
0:127            1 (const int)
0:127        Constant:
0:127          1.000000
0:129      Branch: Return with expression
0:129        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4  Function Definition: main( ( temp void)
0:4    Function Parameters: 
0:?     Sequence
0:4      Sequence
0:4        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4        move second child to first child ( temp 4-component vector of float)
0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:4          Color: direct index for structure ( temp 4-component vector of float)
0:4            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4            Constant:
0:4              0 (const int)
0:4        move second child to first child ( temp float)
0:?           '@entryPointOutput.Depth' ( out float FragDepth)
0:4          Depth: direct index for structure ( temp float)
0:4            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:4            Constant:
0:4              1 (const int)
0:?   Linker Objects
0:?     '@entryPointOutput.Depth' ( out float FragDepth)
0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)

// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 42

                              Capability Shader
               1:             ExtInstImport  "GLSL.std.450"
                              MemoryModel Logical GLSL450
                              EntryPoint Fragment 4  "main" 35 39
                              ExecutionMode 4 OriginUpperLeft
                              ExecutionMode 4 DepthReplacing
                              Source HLSL 500
                              Name 4  "main"
                              Name 8  "PS_OUTPUT"
                              MemberName 8(PS_OUTPUT) 0  "Color"
                              MemberName 8(PS_OUTPUT) 1  "Depth"
                              Name 10  "@main("
                              Name 14  "thisLineIs"
                              Name 17  "psout"
                              Name 32  "flattenTemp"
                              Name 35  "@entryPointOutput.Color"
                              Name 39  "@entryPointOutput.Depth"
                              Decorate 35(@entryPointOutput.Color) Location 0
                              Decorate 39(@entryPointOutput.Depth) BuiltIn FragDepth
               2:             TypeVoid
               3:             TypeFunction 2
               6:             TypeFloat 32
               7:             TypeVector 6(float) 4
    8(PS_OUTPUT):             TypeStruct 7(fvec4) 6(float)
               9:             TypeFunction 8(PS_OUTPUT)
              12:             TypeInt 32 1
              13:             TypePointer Function 12(int)
              15:     12(int) Constant 124
              16:             TypePointer Function 8(PS_OUTPUT)
              18:     12(int) Constant 0
              21:    6(float) Constant 0
              22:    6(float) Constant 1065353216
              24:             TypePointer Function 7(fvec4)
              26:     12(int) Constant 1
              27:             TypePointer Function 6(float)
              34:             TypePointer Output 7(fvec4)
35(@entryPointOutput.Color):     34(ptr) Variable Output
              38:             TypePointer Output 6(float)
39(@entryPointOutput.Depth):     38(ptr) Variable Output
         4(main):           2 Function None 3
               5:             Label
 32(flattenTemp):     16(ptr) Variable Function
              33:8(PS_OUTPUT) FunctionCall 10(@main()
                              Store 32(flattenTemp) 33
              36:     24(ptr) AccessChain 32(flattenTemp) 18
              37:    7(fvec4) Load 36
                              Store 35(@entryPointOutput.Color) 37
              40:     27(ptr) AccessChain 32(flattenTemp) 26
              41:    6(float) Load 40
                              Store 39(@entryPointOutput.Depth) 41
                              Return
                              FunctionEnd
      10(@main():8(PS_OUTPUT) Function None 9
              11:             Label
  14(thisLineIs):     13(ptr) Variable Function
       17(psout):     16(ptr) Variable Function
                              Store 14(thisLineIs) 15
              19:     12(int) Load 14(thisLineIs)
              20:    6(float) ConvertSToF 19
              23:    7(fvec4) CompositeConstruct 20 21 21 22
              25:     24(ptr) AccessChain 17(psout) 18
                              Store 25 23
              28:     27(ptr) AccessChain 17(psout) 26
                              Store 28 22
              29:8(PS_OUTPUT) Load 17(psout)
                              ReturnValue 29
                              FunctionEnd
