hlsl.preprocessor.frag
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:9  Function Definition: @main(vf4; ( temp 4-component vector of float)
0:9    Function Parameters: 
0:9      'input' ( in 4-component vector of float)
0:?     Sequence
0:10      Sequence
0:10        move second child to first child ( temp 4-component vector of float)
0:10          'tex' ( temp 4-component vector of float)
0:10          texture ( temp 4-component vector of float)
0:10            Construct combined texture-sampler ( temp sampler2D)
0:10              'test_texture' ( uniform texture2D)
0:10              'test_texture_ss' ( uniform sampler)
0:10            vector swizzle ( temp 2-component vector of float)
0:10              vector swizzle ( temp 2-component vector of float)
0:10                'input' ( in 4-component vector of float)
0:10                Sequence
0:10                  Constant:
0:10                    0 (const int)
0:10                  Constant:
0:10                    1 (const int)
0:10              Sequence
0:10                Constant:
0:10                  0 (const int)
0:10                Constant:
0:10                  1 (const int)
0:11      Branch: Return with expression
0:11        'tex' ( temp 4-component vector of float)
0:9  Function Definition: main( ( temp void)
0:9    Function Parameters: 
0:?     Sequence
0:9      move second child to first child ( temp 4-component vector of float)
0:?         'input' ( temp 4-component vector of float)
0:?         'input' (layout( location=0) in 4-component vector of float)
0:9      move second child to first child ( temp 4-component vector of float)
0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:9        Function Call: @main(vf4; ( temp 4-component vector of float)
0:?           'input' ( temp 4-component vector of float)
0:?   Linker Objects
0:?     'test_texture' ( uniform texture2D)
0:?     'test_texture_ss' ( uniform sampler)
0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:?     'input' (layout( location=0) in 4-component vector of float)


Linked fragment stage:


Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:9  Function Definition: @main(vf4; ( temp 4-component vector of float)
0:9    Function Parameters: 
0:9      'input' ( in 4-component vector of float)
0:?     Sequence
0:10      Sequence
0:10        move second child to first child ( temp 4-component vector of float)
0:10          'tex' ( temp 4-component vector of float)
0:10          texture ( temp 4-component vector of float)
0:10            Construct combined texture-sampler ( temp sampler2D)
0:10              'test_texture' ( uniform texture2D)
0:10              'test_texture_ss' ( uniform sampler)
0:10            vector swizzle ( temp 2-component vector of float)
0:10              vector swizzle ( temp 2-component vector of float)
0:10                'input' ( in 4-component vector of float)
0:10                Sequence
0:10                  Constant:
0:10                    0 (const int)
0:10                  Constant:
0:10                    1 (const int)
0:10              Sequence
0:10                Constant:
0:10                  0 (const int)
0:10                Constant:
0:10                  1 (const int)
0:11      Branch: Return with expression
0:11        'tex' ( temp 4-component vector of float)
0:9  Function Definition: main( ( temp void)
0:9    Function Parameters: 
0:?     Sequence
0:9      move second child to first child ( temp 4-component vector of float)
0:?         'input' ( temp 4-component vector of float)
0:?         'input' (layout( location=0) in 4-component vector of float)
0:9      move second child to first child ( temp 4-component vector of float)
0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:9        Function Call: @main(vf4; ( temp 4-component vector of float)
0:?           'input' ( temp 4-component vector of float)
0:?   Linker Objects
0:?     'test_texture' ( uniform texture2D)
0:?     'test_texture_ss' ( uniform sampler)
0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:?     'input' (layout( location=0) in 4-component vector of float)

// Module Version 10000
// Generated by (magic number): 8000b
// Id's are bound by 40

                              Capability Shader
               1:             ExtInstImport  "GLSL.std.450"
                              MemoryModel Logical GLSL450
                              EntryPoint Fragment 4  "main" 33 36
                              ExecutionMode 4 OriginUpperLeft
                              Source HLSL 500
                              Name 4  "main"
                              Name 11  "@main(vf4;"
                              Name 10  "input"
                              Name 13  "tex"
                              Name 16  "test_texture"
                              Name 20  "test_texture_ss"
                              Name 31  "input"
                              Name 33  "input"
                              Name 36  "@entryPointOutput"
                              Name 37  "param"
                              Decorate 16(test_texture) DescriptorSet 0
                              Decorate 16(test_texture) Binding 0
                              Decorate 20(test_texture_ss) DescriptorSet 0
                              Decorate 20(test_texture_ss) Binding 1
                              Decorate 33(input) Location 0
                              Decorate 36(@entryPointOutput) Location 0
               2:             TypeVoid
               3:             TypeFunction 2
               6:             TypeFloat 32
               7:             TypeVector 6(float) 4
               8:             TypePointer Function 7(fvec4)
               9:             TypeFunction 7(fvec4) 8(ptr)
              14:             TypeImage 6(float) 2D sampled format:Unknown
              15:             TypePointer UniformConstant 14
16(test_texture):     15(ptr) Variable UniformConstant
              18:             TypeSampler
              19:             TypePointer UniformConstant 18
20(test_texture_ss):     19(ptr) Variable UniformConstant
              22:             TypeSampledImage 14
              24:             TypeVector 6(float) 2
              32:             TypePointer Input 7(fvec4)
       33(input):     32(ptr) Variable Input
              35:             TypePointer Output 7(fvec4)
36(@entryPointOutput):     35(ptr) Variable Output
         4(main):           2 Function None 3
               5:             Label
       31(input):      8(ptr) Variable Function
       37(param):      8(ptr) Variable Function
              34:    7(fvec4) Load 33(input)
                              Store 31(input) 34
              38:    7(fvec4) Load 31(input)
                              Store 37(param) 38
              39:    7(fvec4) FunctionCall 11(@main(vf4;) 37(param)
                              Store 36(@entryPointOutput) 39
                              Return
                              FunctionEnd
  11(@main(vf4;):    7(fvec4) Function None 9
       10(input):      8(ptr) FunctionParameter
              12:             Label
         13(tex):      8(ptr) Variable Function
              17:          14 Load 16(test_texture)
              21:          18 Load 20(test_texture_ss)
              23:          22 SampledImage 17 21
              25:    7(fvec4) Load 10(input)
              26:   24(fvec2) VectorShuffle 25 25 0 1
              27:    7(fvec4) ImageSampleImplicitLod 23 26
                              Store 13(tex) 27
              28:    7(fvec4) Load 13(tex)
                              ReturnValue 28
                              FunctionEnd
