hlsl.if.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:1 Function Definition: f0(vf4; ( temp 4-component vector of float) 0:1 Function Parameters: 0:1 'input' ( in 4-component vector of float) 0:? Sequence 0:2 Test condition and select ( temp void) 0:2 Condition 0:2 all ( temp bool) 0:2 Equal ( temp 4-component vector of bool) 0:2 'input' ( in 4-component vector of float) 0:2 'input' ( in 4-component vector of float) 0:2 true case 0:3 Branch: Return with expression 0:3 'input' ( in 4-component vector of float) 0:2 false case 0:5 Branch: Return with expression 0:5 Negate value ( temp 4-component vector of float) 0:5 'input' ( in 4-component vector of float) 0:8 Function Definition: f1(vf4; ( temp 4-component vector of float) 0:8 Function Parameters: 0:8 'input' ( in 4-component vector of float) 0:? Sequence 0:9 Test condition and select ( temp void) 0:9 Condition 0:9 all ( temp bool) 0:9 Equal ( temp 4-component vector of bool) 0:9 'input' ( in 4-component vector of float) 0:9 'input' ( in 4-component vector of float) 0:9 true case 0:? Sequence 0:10 Branch: Return with expression 0:10 'input' ( in 4-component vector of float) 0:9 false case 0:? Sequence 0:12 Branch: Return with expression 0:12 Negate value ( temp 4-component vector of float) 0:12 'input' ( in 4-component vector of float) 0:17 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:17 Function Parameters: 0:17 'input' ( in 4-component vector of float) 0:? Sequence 0:18 Test condition and select ( temp void) 0:18 Condition 0:18 all ( temp bool) 0:18 Equal ( temp 4-component vector of bool) 0:18 'input' ( in 4-component vector of float) 0:18 'input' ( in 4-component vector of float) 0:18 true case 0:19 Branch: Return with expression 0:19 'input' ( in 4-component vector of float) 0:21 Function Call: f0(vf4; ( temp 4-component vector of float) 0:21 'input' ( in 4-component vector of float) 0:23 Test condition and select ( temp void) 0:23 Condition 0:23 all ( temp bool) 0:23 Equal ( temp 4-component vector of bool) 0:23 'input' ( in 4-component vector of float) 0:23 'input' ( in 4-component vector of float) 0:23 true case is null 0:26 Test condition and select ( temp void) 0:26 Condition 0:26 all ( temp bool) 0:26 Equal ( temp 4-component vector of bool) 0:26 'input' ( in 4-component vector of float) 0:26 'input' ( in 4-component vector of float) 0:26 true case is null 0:31 Test condition and select ( temp void): Flatten 0:31 Condition 0:31 all ( temp bool) 0:31 Equal ( temp 4-component vector of bool) 0:31 'input' ( in 4-component vector of float) 0:31 'input' ( in 4-component vector of float) 0:31 true case 0:? Sequence 0:32 Branch: Return with expression 0:32 'input' ( in 4-component vector of float) 0:35 Function Call: f1(vf4; ( temp 4-component vector of float) 0:35 'input' ( in 4-component vector of float) 0:38 Test condition and select ( temp void) 0:38 Condition 0:38 Convert float to bool ( temp bool) 0:38 move second child to first child ( temp float) 0:38 'ii' ( temp float) 0:38 direct index ( temp float) 0:38 'input' ( in 4-component vector of float) 0:38 Constant: 0:38 2 (const int) 0:38 true case 0:39 Pre-Increment ( temp float) 0:39 'ii' ( temp float) 0:40 Pre-Increment ( temp int) 0:40 'ii' ( temp int) 0:41 Test condition and select ( temp void) 0:41 Condition 0:41 Compare Equal ( temp bool) 0:41 Convert int to float ( temp float) 0:41 'ii' ( temp int) 0:41 Constant: 0:41 1.000000 0:41 true case 0:42 Pre-Increment ( temp int) 0:42 'ii' ( temp int) 0:17 Function Definition: PixelShaderFunction( ( temp void) 0:17 Function Parameters: 0:? Sequence 0:17 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) 0:17 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:17 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 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 0:1 Function Definition: f0(vf4; ( temp 4-component vector of float) 0:1 Function Parameters: 0:1 'input' ( in 4-component vector of float) 0:? Sequence 0:2 Test condition and select ( temp void) 0:2 Condition 0:2 all ( temp bool) 0:2 Equal ( temp 4-component vector of bool) 0:2 'input' ( in 4-component vector of float) 0:2 'input' ( in 4-component vector of float) 0:2 true case 0:3 Branch: Return with expression 0:3 'input' ( in 4-component vector of float) 0:2 false case 0:5 Branch: Return with expression 0:5 Negate value ( temp 4-component vector of float) 0:5 'input' ( in 4-component vector of float) 0:8 Function Definition: f1(vf4; ( temp 4-component vector of float) 0:8 Function Parameters: 0:8 'input' ( in 4-component vector of float) 0:? Sequence 0:9 Test condition and select ( temp void) 0:9 Condition 0:9 all ( temp bool) 0:9 Equal ( temp 4-component vector of bool) 0:9 'input' ( in 4-component vector of float) 0:9 'input' ( in 4-component vector of float) 0:9 true case 0:? Sequence 0:10 Branch: Return with expression 0:10 'input' ( in 4-component vector of float) 0:9 false case 0:? Sequence 0:12 Branch: Return with expression 0:12 Negate value ( temp 4-component vector of float) 0:12 'input' ( in 4-component vector of float) 0:17 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:17 Function Parameters: 0:17 'input' ( in 4-component vector of float) 0:? Sequence 0:18 Test condition and select ( temp void) 0:18 Condition 0:18 all ( temp bool) 0:18 Equal ( temp 4-component vector of bool) 0:18 'input' ( in 4-component vector of float) 0:18 'input' ( in 4-component vector of float) 0:18 true case 0:19 Branch: Return with expression 0:19 'input' ( in 4-component vector of float) 0:21 Function Call: f0(vf4; ( temp 4-component vector of float) 0:21 'input' ( in 4-component vector of float) 0:23 Test condition and select ( temp void) 0:23 Condition 0:23 all ( temp bool) 0:23 Equal ( temp 4-component vector of bool) 0:23 'input' ( in 4-component vector of float) 0:23 'input' ( in 4-component vector of float) 0:23 true case is null 0:26 Test condition and select ( temp void) 0:26 Condition 0:26 all ( temp bool) 0:26 Equal ( temp 4-component vector of bool) 0:26 'input' ( in 4-component vector of float) 0:26 'input' ( in 4-component vector of float) 0:26 true case is null 0:31 Test condition and select ( temp void): Flatten 0:31 Condition 0:31 all ( temp bool) 0:31 Equal ( temp 4-component vector of bool) 0:31 'input' ( in 4-component vector of float) 0:31 'input' ( in 4-component vector of float) 0:31 true case 0:? Sequence 0:32 Branch: Return with expression 0:32 'input' ( in 4-component vector of float) 0:35 Function Call: f1(vf4; ( temp 4-component vector of float) 0:35 'input' ( in 4-component vector of float) 0:38 Test condition and select ( temp void) 0:38 Condition 0:38 Convert float to bool ( temp bool) 0:38 move second child to first child ( temp float) 0:38 'ii' ( temp float) 0:38 direct index ( temp float) 0:38 'input' ( in 4-component vector of float) 0:38 Constant: 0:38 2 (const int) 0:38 true case 0:39 Pre-Increment ( temp float) 0:39 'ii' ( temp float) 0:40 Pre-Increment ( temp int) 0:40 'ii' ( temp int) 0:41 Test condition and select ( temp void) 0:41 Condition 0:41 Compare Equal ( temp bool) 0:41 Convert int to float ( temp float) 0:41 'ii' ( temp int) 0:41 Constant: 0:41 1.000000 0:41 true case 0:42 Pre-Increment ( temp int) 0:42 'ii' ( temp int) 0:17 Function Definition: PixelShaderFunction( ( temp void) 0:17 Function Parameters: 0:? Sequence 0:17 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) 0:17 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:17 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 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): 8000a // Id's are bound by 117 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 110 113 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 11 "f0(vf4;" Name 10 "input" Name 14 "f1(vf4;" Name 13 "input" Name 17 "@PixelShaderFunction(vf4;" Name 16 "input" Name 55 "param" Name 78 "param" Name 82 "ii" Name 96 "ii" Name 108 "input" Name 110 "input" Name 113 "@entryPointOutput" Name 114 "param" Decorate 110(input) Location 0 Decorate 113(@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) 21: TypeBool 22: TypeVector 21(bool) 4 81: TypePointer Function 6(float) 83: TypeInt 32 0 84: 83(int) Constant 2 87: 6(float) Constant 0 92: 6(float) Constant 1065353216 94: TypeInt 32 1 95: TypePointer Function 94(int) 98: 94(int) Constant 1 109: TypePointer Input 7(fvec4) 110(input): 109(ptr) Variable Input 112: TypePointer Output 7(fvec4) 113(@entryPointOutput): 112(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 108(input): 8(ptr) Variable Function 114(param): 8(ptr) Variable Function 111: 7(fvec4) Load 110(input) Store 108(input) 111 115: 7(fvec4) Load 108(input) Store 114(param) 115 116: 7(fvec4) FunctionCall 17(@PixelShaderFunction(vf4;) 114(param) Store 113(@entryPointOutput) 116 Return FunctionEnd 11(f0(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label 19: 7(fvec4) Load 10(input) 20: 7(fvec4) Load 10(input) 23: 22(bvec4) FOrdEqual 19 20 24: 21(bool) All 23 SelectionMerge 26 None BranchConditional 24 25 29 25: Label 27: 7(fvec4) Load 10(input) ReturnValue 27 29: Label 30: 7(fvec4) Load 10(input) 31: 7(fvec4) FNegate 30 ReturnValue 31 26: Label Unreachable FunctionEnd 14(f1(vf4;): 7(fvec4) Function None 9 13(input): 8(ptr) FunctionParameter 15: Label 34: 7(fvec4) Load 13(input) 35: 7(fvec4) Load 13(input) 36: 22(bvec4) FOrdEqual 34 35 37: 21(bool) All 36 SelectionMerge 39 None BranchConditional 37 38 42 38: Label 40: 7(fvec4) Load 13(input) ReturnValue 40 42: Label 43: 7(fvec4) Load 13(input) 44: 7(fvec4) FNegate 43 ReturnValue 44 39: Label Unreachable FunctionEnd 17(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 16(input): 8(ptr) FunctionParameter 18: Label 55(param): 8(ptr) Variable Function 78(param): 8(ptr) Variable Function 82(ii): 81(ptr) Variable Function 96(ii): 95(ptr) Variable Function 47: 7(fvec4) Load 16(input) 48: 7(fvec4) Load 16(input) 49: 22(bvec4) FOrdEqual 47 48 50: 21(bool) All 49 SelectionMerge 52 None BranchConditional 50 51 52 51: Label 53: 7(fvec4) Load 16(input) ReturnValue 53 52: Label 56: 7(fvec4) Load 16(input) Store 55(param) 56 57: 7(fvec4) FunctionCall 11(f0(vf4;) 55(param) 58: 7(fvec4) Load 16(input) 59: 7(fvec4) Load 16(input) 60: 22(bvec4) FOrdEqual 58 59 61: 21(bool) All 60 SelectionMerge 63 None BranchConditional 61 62 63 62: Label Branch 63 63: Label 64: 7(fvec4) Load 16(input) 65: 7(fvec4) Load 16(input) 66: 22(bvec4) FOrdEqual 64 65 67: 21(bool) All 66 SelectionMerge 69 None BranchConditional 67 68 69 68: Label Branch 69 69: Label 70: 7(fvec4) Load 16(input) 71: 7(fvec4) Load 16(input) 72: 22(bvec4) FOrdEqual 70 71 73: 21(bool) All 72 SelectionMerge 75 Flatten BranchConditional 73 74 75 74: Label 76: 7(fvec4) Load 16(input) ReturnValue 76 75: Label 79: 7(fvec4) Load 16(input) Store 78(param) 79 80: 7(fvec4) FunctionCall 14(f1(vf4;) 78(param) 85: 81(ptr) AccessChain 16(input) 84 86: 6(float) Load 85 Store 82(ii) 86 88: 21(bool) FUnordNotEqual 86 87 SelectionMerge 90 None BranchConditional 88 89 90 89: Label 91: 6(float) Load 82(ii) 93: 6(float) FAdd 91 92 Store 82(ii) 93 Branch 90 90: Label 97: 94(int) Load 96(ii) 99: 94(int) IAdd 97 98 Store 96(ii) 99 100: 94(int) Load 96(ii) 101: 6(float) ConvertSToF 100 102: 21(bool) FOrdEqual 101 92 SelectionMerge 104 None BranchConditional 102 103 104 103: Label 105: 94(int) Load 96(ii) 106: 94(int) IAdd 105 98 Store 96(ii) 106 Branch 104 104: Label 107: 7(fvec4) Undef ReturnValue 107 FunctionEnd