hlsl.boolConv.vert Shader version: 500 0:? Sequence 0:1 Sequence 0:1 move second child to first child ( temp bool) 0:1 'b' ( global bool) 0:1 Constant: 0:1 true (const bool) 0:3 Function Definition: @main( ( temp 4-component vector of float) 0:3 Function Parameters: 0:? Sequence 0:4 Sequence 0:4 move second child to first child ( temp int) 0:4 'r' ( temp int) 0:4 Constant: 0:4 0 (const int) 0:6 add second child into first child ( temp int) 0:6 'r' ( temp int) 0:6 add ( temp int) 0:6 Convert bool to int ( temp int) 0:6 'a' ( global bool) 0:6 Convert bool to int ( temp int) 0:6 'b' ( global bool) 0:7 add second child into first child ( temp int) 0:7 'r' ( temp int) 0:7 subtract ( temp int) 0:7 Convert bool to int ( temp int) 0:7 'a' ( global bool) 0:7 Convert bool to int ( temp int) 0:7 'b' ( global bool) 0:8 add second child into first child ( temp int) 0:8 'r' ( temp int) 0:8 component-wise multiply ( temp int) 0:8 Convert bool to int ( temp int) 0:8 'a' ( global bool) 0:8 Convert bool to int ( temp int) 0:8 'b' ( global bool) 0:9 add second child into first child ( temp int) 0:9 'r' ( temp int) 0:9 divide ( temp int) 0:9 Convert bool to int ( temp int) 0:9 'a' ( global bool) 0:9 Convert bool to int ( temp int) 0:9 'b' ( global bool) 0:10 add second child into first child ( temp int) 0:10 'r' ( temp int) 0:10 mod ( temp int) 0:10 Convert bool to int ( temp int) 0:10 'a' ( global bool) 0:10 Convert bool to int ( temp int) 0:10 'b' ( global bool) 0:12 add second child into first child ( temp int) 0:12 'r' ( temp int) 0:12 bitwise and ( temp int) 0:12 Convert bool to int ( temp int) 0:12 'a' ( global bool) 0:12 Convert bool to int ( temp int) 0:12 'b' ( global bool) 0:13 add second child into first child ( temp int) 0:13 'r' ( temp int) 0:13 inclusive-or ( temp int) 0:13 Convert bool to int ( temp int) 0:13 'a' ( global bool) 0:13 Convert bool to int ( temp int) 0:13 'b' ( global bool) 0:14 add second child into first child ( temp int) 0:14 'r' ( temp int) 0:14 exclusive-or ( temp int) 0:14 Convert bool to int ( temp int) 0:14 'a' ( global bool) 0:14 Convert bool to int ( temp int) 0:14 'b' ( global bool) 0:16 add second child into first child ( temp int) 0:16 'r' ( temp int) 0:16 left-shift ( temp int) 0:16 Convert bool to int ( temp int) 0:16 'a' ( global bool) 0:16 Convert bool to int ( temp int) 0:16 'b' ( global bool) 0:17 add second child into first child ( temp int) 0:17 'r' ( temp int) 0:17 right-shift ( temp int) 0:17 Convert bool to int ( temp int) 0:17 'a' ( global bool) 0:17 Convert bool to int ( temp int) 0:17 'b' ( global bool) 0:19 Branch: Return with expression 0:19 Construct vec4 ( temp 4-component vector of float) 0:19 Convert int to float ( temp float) 0:19 'r' ( temp int) 0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:3 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' ( out 4-component vector of float Position) 0:3 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'a' ( global bool) 0:? 'b' ( global bool) 0:? '@entryPointOutput' ( out 4-component vector of float Position) Linked vertex stage: Shader version: 500 0:? Sequence 0:1 Sequence 0:1 move second child to first child ( temp bool) 0:1 'b' ( global bool) 0:1 Constant: 0:1 true (const bool) 0:3 Function Definition: @main( ( temp 4-component vector of float) 0:3 Function Parameters: 0:? Sequence 0:4 Sequence 0:4 move second child to first child ( temp int) 0:4 'r' ( temp int) 0:4 Constant: 0:4 0 (const int) 0:6 add second child into first child ( temp int) 0:6 'r' ( temp int) 0:6 add ( temp int) 0:6 Convert bool to int ( temp int) 0:6 'a' ( global bool) 0:6 Convert bool to int ( temp int) 0:6 'b' ( global bool) 0:7 add second child into first child ( temp int) 0:7 'r' ( temp int) 0:7 subtract ( temp int) 0:7 Convert bool to int ( temp int) 0:7 'a' ( global bool) 0:7 Convert bool to int ( temp int) 0:7 'b' ( global bool) 0:8 add second child into first child ( temp int) 0:8 'r' ( temp int) 0:8 component-wise multiply ( temp int) 0:8 Convert bool to int ( temp int) 0:8 'a' ( global bool) 0:8 Convert bool to int ( temp int) 0:8 'b' ( global bool) 0:9 add second child into first child ( temp int) 0:9 'r' ( temp int) 0:9 divide ( temp int) 0:9 Convert bool to int ( temp int) 0:9 'a' ( global bool) 0:9 Convert bool to int ( temp int) 0:9 'b' ( global bool) 0:10 add second child into first child ( temp int) 0:10 'r' ( temp int) 0:10 mod ( temp int) 0:10 Convert bool to int ( temp int) 0:10 'a' ( global bool) 0:10 Convert bool to int ( temp int) 0:10 'b' ( global bool) 0:12 add second child into first child ( temp int) 0:12 'r' ( temp int) 0:12 bitwise and ( temp int) 0:12 Convert bool to int ( temp int) 0:12 'a' ( global bool) 0:12 Convert bool to int ( temp int) 0:12 'b' ( global bool) 0:13 add second child into first child ( temp int) 0:13 'r' ( temp int) 0:13 inclusive-or ( temp int) 0:13 Convert bool to int ( temp int) 0:13 'a' ( global bool) 0:13 Convert bool to int ( temp int) 0:13 'b' ( global bool) 0:14 add second child into first child ( temp int) 0:14 'r' ( temp int) 0:14 exclusive-or ( temp int) 0:14 Convert bool to int ( temp int) 0:14 'a' ( global bool) 0:14 Convert bool to int ( temp int) 0:14 'b' ( global bool) 0:16 add second child into first child ( temp int) 0:16 'r' ( temp int) 0:16 left-shift ( temp int) 0:16 Convert bool to int ( temp int) 0:16 'a' ( global bool) 0:16 Convert bool to int ( temp int) 0:16 'b' ( global bool) 0:17 add second child into first child ( temp int) 0:17 'r' ( temp int) 0:17 right-shift ( temp int) 0:17 Convert bool to int ( temp int) 0:17 'a' ( global bool) 0:17 Convert bool to int ( temp int) 0:17 'b' ( global bool) 0:19 Branch: Return with expression 0:19 Construct vec4 ( temp 4-component vector of float) 0:19 Convert int to float ( temp float) 0:19 'r' ( temp int) 0:3 Function Definition: main( ( temp void) 0:3 Function Parameters: 0:? Sequence 0:3 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' ( out 4-component vector of float Position) 0:3 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'a' ( global bool) 0:? 'b' ( global bool) 0:? '@entryPointOutput' ( out 4-component vector of float Position) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 99 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 97 Source HLSL 500 Name 4 "main" Name 9 "@main(" Name 13 "b" Name 17 "r" Name 19 "a" Name 97 "@entryPointOutput" Decorate 97(@entryPointOutput) BuiltIn Position 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 11: TypeBool 12: TypePointer Private 11(bool) 13(b): 12(ptr) Variable Private 14: 11(bool) ConstantTrue 15: TypeInt 32 1 16: TypePointer Function 15(int) 18: 15(int) Constant 0 19(a): 12(ptr) Variable Private 21: 15(int) Constant 1 96: TypePointer Output 7(fvec4) 97(@entryPointOutput): 96(ptr) Variable Output 4(main): 2 Function None 3 5: Label Store 13(b) 14 98: 7(fvec4) FunctionCall 9(@main() Store 97(@entryPointOutput) 98 Return FunctionEnd 9(@main(): 7(fvec4) Function None 8 10: Label 17(r): 16(ptr) Variable Function Store 17(r) 18 20: 11(bool) Load 19(a) 22: 15(int) Select 20 21 18 23: 11(bool) Load 13(b) 24: 15(int) Select 23 21 18 25: 15(int) IAdd 22 24 26: 15(int) Load 17(r) 27: 15(int) IAdd 26 25 Store 17(r) 27 28: 11(bool) Load 19(a) 29: 15(int) Select 28 21 18 30: 11(bool) Load 13(b) 31: 15(int) Select 30 21 18 32: 15(int) ISub 29 31 33: 15(int) Load 17(r) 34: 15(int) IAdd 33 32 Store 17(r) 34 35: 11(bool) Load 19(a) 36: 15(int) Select 35 21 18 37: 11(bool) Load 13(b) 38: 15(int) Select 37 21 18 39: 15(int) IMul 36 38 40: 15(int) Load 17(r) 41: 15(int) IAdd 40 39 Store 17(r) 41 42: 11(bool) Load 19(a) 43: 15(int) Select 42 21 18 44: 11(bool) Load 13(b) 45: 15(int) Select 44 21 18 46: 15(int) SDiv 43 45 47: 15(int) Load 17(r) 48: 15(int) IAdd 47 46 Store 17(r) 48 49: 11(bool) Load 19(a) 50: 15(int) Select 49 21 18 51: 11(bool) Load 13(b) 52: 15(int) Select 51 21 18 53: 15(int) SMod 50 52 54: 15(int) Load 17(r) 55: 15(int) IAdd 54 53 Store 17(r) 55 56: 11(bool) Load 19(a) 57: 15(int) Select 56 21 18 58: 11(bool) Load 13(b) 59: 15(int) Select 58 21 18 60: 15(int) BitwiseAnd 57 59 61: 15(int) Load 17(r) 62: 15(int) IAdd 61 60 Store 17(r) 62 63: 11(bool) Load 19(a) 64: 15(int) Select 63 21 18 65: 11(bool) Load 13(b) 66: 15(int) Select 65 21 18 67: 15(int) BitwiseOr 64 66 68: 15(int) Load 17(r) 69: 15(int) IAdd 68 67 Store 17(r) 69 70: 11(bool) Load 19(a) 71: 15(int) Select 70 21 18 72: 11(bool) Load 13(b) 73: 15(int) Select 72 21 18 74: 15(int) BitwiseXor 71 73 75: 15(int) Load 17(r) 76: 15(int) IAdd 75 74 Store 17(r) 76 77: 11(bool) Load 19(a) 78: 15(int) Select 77 21 18 79: 11(bool) Load 13(b) 80: 15(int) Select 79 21 18 81: 15(int) ShiftLeftLogical 78 80 82: 15(int) Load 17(r) 83: 15(int) IAdd 82 81 Store 17(r) 83 84: 11(bool) Load 19(a) 85: 15(int) Select 84 21 18 86: 11(bool) Load 13(b) 87: 15(int) Select 86 21 18 88: 15(int) ShiftRightArithmetic 85 87 89: 15(int) Load 17(r) 90: 15(int) IAdd 89 88 Store 17(r) 90 91: 15(int) Load 17(r) 92: 6(float) ConvertSToF 91 93: 7(fvec4) CompositeConstruct 92 92 92 92 ReturnValue 93 FunctionEnd