hlsl.logical.binary.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence 0:13 Test condition and select ( temp void) 0:13 Condition 0:13 logical-and ( temp bool) 0:13 Convert int to bool ( temp bool) 0:13 ival: direct index for structure ( uniform int) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:13 Convert float to bool ( temp bool) 0:13 fval: direct index for structure ( uniform float) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null 0:14 Test condition and select ( temp void) 0:14 Condition 0:14 logical-or ( temp bool) 0:14 Convert int to bool ( temp bool) 0:14 ival: direct index for structure ( uniform int) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) 0:14 Convert float to bool ( temp bool) 0:14 fval: direct index for structure ( uniform float) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null 0:17 move second child to first child ( temp 4-component vector of float) 0:17 Color: direct index for structure ( temp 4-component vector of float) 0:17 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:17 Constant: 0:17 0 (const int) 0:17 Constant: 0:17 1.000000 0:17 1.000000 0:17 1.000000 0:17 1.000000 0:18 Branch: Return with expression 0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:12 Color: direct index for structure ( temp 4-component vector of float) 0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence 0:13 Test condition and select ( temp void) 0:13 Condition 0:13 logical-and ( temp bool) 0:13 Convert int to bool ( temp bool) 0:13 ival: direct index for structure ( uniform int) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:13 Convert float to bool ( temp bool) 0:13 fval: direct index for structure ( uniform float) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null 0:14 Test condition and select ( temp void) 0:14 Condition 0:14 logical-or ( temp bool) 0:14 Convert int to bool ( temp bool) 0:14 ival: direct index for structure ( uniform int) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) 0:14 Convert float to bool ( temp bool) 0:14 fval: direct index for structure ( uniform float) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null 0:17 move second child to first child ( temp 4-component vector of float) 0:17 Color: direct index for structure ( temp 4-component vector of float) 0:17 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:17 Constant: 0:17 0 (const int) 0:17 Constant: 0:17 1.000000 0:17 1.000000 0:17 1.000000 0:17 1.000000 0:18 Branch: Return with expression 0:18 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:12 Color: direct index for structure ( temp 4-component vector of float) 0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 56 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 53 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" Name 10 "@main(" Name 14 "$Global" MemberName 14($Global) 0 "ival" MemberName 14($Global) 1 "ival4" MemberName 14($Global) 2 "fval" MemberName 14($Global) 3 "fval4" Name 16 "" Name 44 "psout" Name 53 "@entryPointOutput.Color" MemberDecorate 14($Global) 0 Offset 0 MemberDecorate 14($Global) 1 Offset 16 MemberDecorate 14($Global) 2 Offset 32 MemberDecorate 14($Global) 3 Offset 48 Decorate 14($Global) Block Decorate 16 DescriptorSet 0 Decorate 16 Binding 0 Decorate 53(@entryPointOutput.Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 9: TypeFunction 8(PS_OUTPUT) 12: TypeInt 32 1 13: TypeVector 12(int) 4 14($Global): TypeStruct 12(int) 13(ivec4) 6(float) 7(fvec4) 15: TypePointer Uniform 14($Global) 16: 15(ptr) Variable Uniform 17: 12(int) Constant 0 18: TypePointer Uniform 12(int) 21: TypeBool 22: TypeInt 32 0 23: 22(int) Constant 0 25: 12(int) Constant 2 26: TypePointer Uniform 6(float) 29: 6(float) Constant 0 43: TypePointer Function 8(PS_OUTPUT) 45: 6(float) Constant 1065353216 46: 7(fvec4) ConstantComposite 45 45 45 45 47: TypePointer Function 7(fvec4) 52: TypePointer Output 7(fvec4) 53(@entryPointOutput.Color): 52(ptr) Variable Output 4(main): 2 Function None 3 5: Label 54:8(PS_OUTPUT) FunctionCall 10(@main() 55: 7(fvec4) CompositeExtract 54 0 Store 53(@entryPointOutput.Color) 55 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 44(psout): 43(ptr) Variable Function 19: 18(ptr) AccessChain 16 17 20: 12(int) Load 19 24: 21(bool) INotEqual 20 23 27: 26(ptr) AccessChain 16 25 28: 6(float) Load 27 30: 21(bool) FUnordNotEqual 28 29 31: 21(bool) LogicalAnd 24 30 SelectionMerge 33 None BranchConditional 31 32 33 32: Label Branch 33 33: Label 34: 18(ptr) AccessChain 16 17 35: 12(int) Load 34 36: 21(bool) INotEqual 35 23 37: 26(ptr) AccessChain 16 25 38: 6(float) Load 37 39: 21(bool) FUnordNotEqual 38 29 40: 21(bool) LogicalOr 36 39 SelectionMerge 42 None BranchConditional 40 41 42 41: Label Branch 42 42: Label 48: 47(ptr) AccessChain 44(psout) 17 Store 48 46 49:8(PS_OUTPUT) Load 44(psout) ReturnValue 49 FunctionEnd