1hlsl.if.frag 2Shader version: 500 3gl_FragCoord origin is upper left 40:? Sequence 50:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 60:2 Function Parameters: 70:2 'input' ( in 4-component vector of float) 80:? Sequence 90:3 Test condition and select ( temp void) 100:3 Condition 110:3 all ( temp bool) 120:3 Equal ( temp 4-component vector of bool) 130:3 'input' ( in 4-component vector of float) 140:3 'input' ( in 4-component vector of float) 150:3 true case 160:4 Branch: Return with expression 170:4 'input' ( in 4-component vector of float) 180:6 Test condition and select ( temp void) 190:6 Condition 200:6 all ( temp bool) 210:6 Equal ( temp 4-component vector of bool) 220:6 'input' ( in 4-component vector of float) 230:6 'input' ( in 4-component vector of float) 240:6 true case 250:7 Branch: Return with expression 260:7 'input' ( in 4-component vector of float) 270:6 false case 280:9 Branch: Return with expression 290:9 Negate value ( temp 4-component vector of float) 300:9 'input' ( in 4-component vector of float) 310:11 Test condition and select ( temp void) 320:11 Condition 330:11 all ( temp bool) 340:11 Equal ( temp 4-component vector of bool) 350:11 'input' ( in 4-component vector of float) 360:11 'input' ( in 4-component vector of float) 370:11 true case is null 380:14 Test condition and select ( temp void) 390:14 Condition 400:14 all ( temp bool) 410:14 Equal ( temp 4-component vector of bool) 420:14 'input' ( in 4-component vector of float) 430:14 'input' ( in 4-component vector of float) 440:14 true case is null 450:19 Test condition and select ( temp void): Flatten 460:19 Condition 470:19 all ( temp bool) 480:19 Equal ( temp 4-component vector of bool) 490:19 'input' ( in 4-component vector of float) 500:19 'input' ( in 4-component vector of float) 510:19 true case 520:? Sequence 530:20 Branch: Return with expression 540:20 'input' ( in 4-component vector of float) 550:23 Test condition and select ( temp void) 560:23 Condition 570:23 all ( temp bool) 580:23 Equal ( temp 4-component vector of bool) 590:23 'input' ( in 4-component vector of float) 600:23 'input' ( in 4-component vector of float) 610:23 true case 620:? Sequence 630:24 Branch: Return with expression 640:24 'input' ( in 4-component vector of float) 650:23 false case 660:? Sequence 670:26 Branch: Return with expression 680:26 Negate value ( temp 4-component vector of float) 690:26 'input' ( in 4-component vector of float) 700:30 Test condition and select ( temp void) 710:30 Condition 720:30 Convert float to bool ( temp bool) 730:30 move second child to first child ( temp float) 740:30 'ii' ( temp float) 750:30 direct index ( temp float) 760:30 'input' ( in 4-component vector of float) 770:30 Constant: 780:30 2 (const int) 790:30 true case 800:31 Pre-Increment ( temp float) 810:31 'ii' ( temp float) 820:32 Pre-Increment ( temp int) 830:32 'ii' ( temp int) 840:33 Test condition and select ( temp void) 850:33 Condition 860:33 Compare Equal ( temp bool) 870:33 Convert int to float ( temp float) 880:33 'ii' ( temp int) 890:33 Constant: 900:33 1.000000 910:33 true case 920:34 Pre-Increment ( temp int) 930:34 'ii' ( temp int) 940:2 Function Definition: PixelShaderFunction( ( temp void) 950:2 Function Parameters: 960:? Sequence 970:2 move second child to first child ( temp 4-component vector of float) 980:? 'input' ( temp 4-component vector of float) 990:? 'input' (layout( location=0) in 4-component vector of float) 1000:2 move second child to first child ( temp 4-component vector of float) 1010:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 1020:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 1030:? 'input' ( temp 4-component vector of float) 1040:? Linker Objects 1050:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 1060:? 'input' (layout( location=0) in 4-component vector of float) 107 108 109Linked fragment stage: 110 111 112Shader version: 500 113gl_FragCoord origin is upper left 1140:? Sequence 1150:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 1160:2 Function Parameters: 1170:2 'input' ( in 4-component vector of float) 1180:? Sequence 1190:3 Test condition and select ( temp void) 1200:3 Condition 1210:3 all ( temp bool) 1220:3 Equal ( temp 4-component vector of bool) 1230:3 'input' ( in 4-component vector of float) 1240:3 'input' ( in 4-component vector of float) 1250:3 true case 1260:4 Branch: Return with expression 1270:4 'input' ( in 4-component vector of float) 1280:6 Test condition and select ( temp void) 1290:6 Condition 1300:6 all ( temp bool) 1310:6 Equal ( temp 4-component vector of bool) 1320:6 'input' ( in 4-component vector of float) 1330:6 'input' ( in 4-component vector of float) 1340:6 true case 1350:7 Branch: Return with expression 1360:7 'input' ( in 4-component vector of float) 1370:6 false case 1380:9 Branch: Return with expression 1390:9 Negate value ( temp 4-component vector of float) 1400:9 'input' ( in 4-component vector of float) 1410:11 Test condition and select ( temp void) 1420:11 Condition 1430:11 all ( temp bool) 1440:11 Equal ( temp 4-component vector of bool) 1450:11 'input' ( in 4-component vector of float) 1460:11 'input' ( in 4-component vector of float) 1470:11 true case is null 1480:14 Test condition and select ( temp void) 1490:14 Condition 1500:14 all ( temp bool) 1510:14 Equal ( temp 4-component vector of bool) 1520:14 'input' ( in 4-component vector of float) 1530:14 'input' ( in 4-component vector of float) 1540:14 true case is null 1550:19 Test condition and select ( temp void): Flatten 1560:19 Condition 1570:19 all ( temp bool) 1580:19 Equal ( temp 4-component vector of bool) 1590:19 'input' ( in 4-component vector of float) 1600:19 'input' ( in 4-component vector of float) 1610:19 true case 1620:? Sequence 1630:20 Branch: Return with expression 1640:20 'input' ( in 4-component vector of float) 1650:23 Test condition and select ( temp void) 1660:23 Condition 1670:23 all ( temp bool) 1680:23 Equal ( temp 4-component vector of bool) 1690:23 'input' ( in 4-component vector of float) 1700:23 'input' ( in 4-component vector of float) 1710:23 true case 1720:? Sequence 1730:24 Branch: Return with expression 1740:24 'input' ( in 4-component vector of float) 1750:23 false case 1760:? Sequence 1770:26 Branch: Return with expression 1780:26 Negate value ( temp 4-component vector of float) 1790:26 'input' ( in 4-component vector of float) 1800:30 Test condition and select ( temp void) 1810:30 Condition 1820:30 Convert float to bool ( temp bool) 1830:30 move second child to first child ( temp float) 1840:30 'ii' ( temp float) 1850:30 direct index ( temp float) 1860:30 'input' ( in 4-component vector of float) 1870:30 Constant: 1880:30 2 (const int) 1890:30 true case 1900:31 Pre-Increment ( temp float) 1910:31 'ii' ( temp float) 1920:32 Pre-Increment ( temp int) 1930:32 'ii' ( temp int) 1940:33 Test condition and select ( temp void) 1950:33 Condition 1960:33 Compare Equal ( temp bool) 1970:33 Convert int to float ( temp float) 1980:33 'ii' ( temp int) 1990:33 Constant: 2000:33 1.000000 2010:33 true case 2020:34 Pre-Increment ( temp int) 2030:34 'ii' ( temp int) 2040:2 Function Definition: PixelShaderFunction( ( temp void) 2050:2 Function Parameters: 2060:? Sequence 2070:2 move second child to first child ( temp 4-component vector of float) 2080:? 'input' ( temp 4-component vector of float) 2090:? 'input' (layout( location=0) in 4-component vector of float) 2100:2 move second child to first child ( temp 4-component vector of float) 2110:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 2120:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 2130:? 'input' ( temp 4-component vector of float) 2140:? Linker Objects 2150:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 2160:? 'input' (layout( location=0) in 4-component vector of float) 217 218// Module Version 10000 219// Generated by (magic number): 80007 220// Id's are bound by 103 221 222 Capability Shader 223 1: ExtInstImport "GLSL.std.450" 224 MemoryModel Logical GLSL450 225 EntryPoint Fragment 4 "PixelShaderFunction" 96 99 226 ExecutionMode 4 OriginUpperLeft 227 Source HLSL 500 228 Name 4 "PixelShaderFunction" 229 Name 11 "@PixelShaderFunction(vf4;" 230 Name 10 "input" 231 Name 68 "ii" 232 Name 82 "ii" 233 Name 94 "input" 234 Name 96 "input" 235 Name 99 "@entryPointOutput" 236 Name 100 "param" 237 Decorate 96(input) Location 0 238 Decorate 99(@entryPointOutput) Location 0 239 2: TypeVoid 240 3: TypeFunction 2 241 6: TypeFloat 32 242 7: TypeVector 6(float) 4 243 8: TypePointer Function 7(fvec4) 244 9: TypeFunction 7(fvec4) 8(ptr) 245 15: TypeBool 246 16: TypeVector 15(bool) 4 247 67: TypePointer Function 6(float) 248 69: TypeInt 32 0 249 70: 69(int) Constant 2 250 73: 6(float) Constant 0 251 78: 6(float) Constant 1065353216 252 80: TypeInt 32 1 253 81: TypePointer Function 80(int) 254 84: 80(int) Constant 1 255 95: TypePointer Input 7(fvec4) 256 96(input): 95(ptr) Variable Input 257 98: TypePointer Output 7(fvec4) 25899(@entryPointOutput): 98(ptr) Variable Output 2594(PixelShaderFunction): 2 Function None 3 260 5: Label 261 94(input): 8(ptr) Variable Function 262 100(param): 8(ptr) Variable Function 263 97: 7(fvec4) Load 96(input) 264 Store 94(input) 97 265 101: 7(fvec4) Load 94(input) 266 Store 100(param) 101 267 102: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 100(param) 268 Store 99(@entryPointOutput) 102 269 Return 270 FunctionEnd 27111(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 272 10(input): 8(ptr) FunctionParameter 273 12: Label 274 68(ii): 67(ptr) Variable Function 275 82(ii): 81(ptr) Variable Function 276 13: 7(fvec4) Load 10(input) 277 14: 7(fvec4) Load 10(input) 278 17: 16(bvec4) FOrdEqual 13 14 279 18: 15(bool) All 17 280 SelectionMerge 20 None 281 BranchConditional 18 19 20 282 19: Label 283 21: 7(fvec4) Load 10(input) 284 ReturnValue 21 285 20: Label 286 23: 7(fvec4) Load 10(input) 287 24: 7(fvec4) Load 10(input) 288 25: 16(bvec4) FOrdEqual 23 24 289 26: 15(bool) All 25 290 SelectionMerge 28 None 291 BranchConditional 26 27 31 292 27: Label 293 29: 7(fvec4) Load 10(input) 294 ReturnValue 29 295 31: Label 296 32: 7(fvec4) Load 10(input) 297 33: 7(fvec4) FNegate 32 298 ReturnValue 33 299 28: Label 300 35: 7(fvec4) Load 10(input) 301 36: 7(fvec4) Load 10(input) 302 37: 16(bvec4) FOrdEqual 35 36 303 38: 15(bool) All 37 304 SelectionMerge 40 None 305 BranchConditional 38 39 40 306 39: Label 307 Branch 40 308 40: Label 309 41: 7(fvec4) Load 10(input) 310 42: 7(fvec4) Load 10(input) 311 43: 16(bvec4) FOrdEqual 41 42 312 44: 15(bool) All 43 313 SelectionMerge 46 None 314 BranchConditional 44 45 46 315 45: Label 316 Branch 46 317 46: Label 318 47: 7(fvec4) Load 10(input) 319 48: 7(fvec4) Load 10(input) 320 49: 16(bvec4) FOrdEqual 47 48 321 50: 15(bool) All 49 322 SelectionMerge 52 Flatten 323 BranchConditional 50 51 52 324 51: Label 325 53: 7(fvec4) Load 10(input) 326 ReturnValue 53 327 52: Label 328 55: 7(fvec4) Load 10(input) 329 56: 7(fvec4) Load 10(input) 330 57: 16(bvec4) FOrdEqual 55 56 331 58: 15(bool) All 57 332 SelectionMerge 60 None 333 BranchConditional 58 59 63 334 59: Label 335 61: 7(fvec4) Load 10(input) 336 ReturnValue 61 337 63: Label 338 64: 7(fvec4) Load 10(input) 339 65: 7(fvec4) FNegate 64 340 ReturnValue 65 341 60: Label 342 71: 67(ptr) AccessChain 10(input) 70 343 72: 6(float) Load 71 344 Store 68(ii) 72 345 74: 15(bool) FOrdNotEqual 72 73 346 SelectionMerge 76 None 347 BranchConditional 74 75 76 348 75: Label 349 77: 6(float) Load 68(ii) 350 79: 6(float) FAdd 77 78 351 Store 68(ii) 79 352 Branch 76 353 76: Label 354 83: 80(int) Load 82(ii) 355 85: 80(int) IAdd 83 84 356 Store 82(ii) 85 357 86: 80(int) Load 82(ii) 358 87: 6(float) ConvertSToF 86 359 88: 15(bool) FOrdEqual 87 78 360 SelectionMerge 90 None 361 BranchConditional 88 89 90 362 89: Label 363 91: 80(int) Load 82(ii) 364 92: 80(int) IAdd 91 84 365 Store 82(ii) 92 366 Branch 90 367 90: Label 368 93: 7(fvec4) Undef 369 ReturnValue 93 370 FunctionEnd 371