hlsl.logical.unary.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 Negate conditional ( 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) 0:14 Negate conditional ( temp 4-component vector of bool) 0:14 Convert int to bool ( temp 4-component vector of bool) 0:14 ival4: direct index for structure ( uniform 4-component vector of 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 1 (const uint) 0:16 Negate conditional ( temp bool) 0:16 Convert float to bool ( temp bool) 0:16 fval: direct index for structure ( uniform float) 0:16 '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}) 0:16 Constant: 0:16 2 (const uint) 0:17 Negate conditional ( temp 4-component vector of bool) 0:17 Convert float to bool ( temp 4-component vector of bool) 0:17 fval4: direct index for structure ( uniform 4-component vector of float) 0:17 '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}) 0:17 Constant: 0:17 3 (const uint) 0:19 Test condition and select ( temp void) 0:19 Condition 0:19 Convert int to bool ( temp bool) 0:19 ival: direct index for structure ( uniform int) 0:19 '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}) 0:19 Constant: 0:19 0 (const uint) 0:19 true case is null 0:20 Test condition and select ( temp void) 0:20 Condition 0:20 Convert float to bool ( temp bool) 0:20 fval: direct index for structure ( uniform float) 0:20 '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}) 0:20 Constant: 0:20 2 (const uint) 0:20 true case is null 0:21 Test condition and select ( temp void) 0:21 Condition 0:21 Negate conditional ( temp bool) 0:21 Convert int to bool ( temp bool) 0:21 ival: direct index for structure ( uniform int) 0:21 '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}) 0:21 Constant: 0:21 0 (const uint) 0:21 true case is null 0:22 Test condition and select ( temp void) 0:22 Condition 0:22 Negate conditional ( temp bool) 0:22 Convert float to bool ( temp bool) 0:22 fval: direct index for structure ( uniform float) 0:22 '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}) 0:22 Constant: 0:22 2 (const uint) 0:22 true case is null 0:25 move second child to first child ( temp 4-component vector of float) 0:25 Color: direct index for structure ( temp 4-component vector of float) 0:25 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:25 Constant: 0:25 0 (const int) 0:25 Constant: 0:25 1.000000 0:25 1.000000 0:25 1.000000 0:25 1.000000 0:26 Branch: Return with expression 0:26 '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 Negate conditional ( 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) 0:14 Negate conditional ( temp 4-component vector of bool) 0:14 Convert int to bool ( temp 4-component vector of bool) 0:14 ival4: direct index for structure ( uniform 4-component vector of 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 1 (const uint) 0:16 Negate conditional ( temp bool) 0:16 Convert float to bool ( temp bool) 0:16 fval: direct index for structure ( uniform float) 0:16 '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}) 0:16 Constant: 0:16 2 (const uint) 0:17 Negate conditional ( temp 4-component vector of bool) 0:17 Convert float to bool ( temp 4-component vector of bool) 0:17 fval4: direct index for structure ( uniform 4-component vector of float) 0:17 '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}) 0:17 Constant: 0:17 3 (const uint) 0:19 Test condition and select ( temp void) 0:19 Condition 0:19 Convert int to bool ( temp bool) 0:19 ival: direct index for structure ( uniform int) 0:19 '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}) 0:19 Constant: 0:19 0 (const uint) 0:19 true case is null 0:20 Test condition and select ( temp void) 0:20 Condition 0:20 Convert float to bool ( temp bool) 0:20 fval: direct index for structure ( uniform float) 0:20 '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}) 0:20 Constant: 0:20 2 (const uint) 0:20 true case is null 0:21 Test condition and select ( temp void) 0:21 Condition 0:21 Negate conditional ( temp bool) 0:21 Convert int to bool ( temp bool) 0:21 ival: direct index for structure ( uniform int) 0:21 '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}) 0:21 Constant: 0:21 0 (const uint) 0:21 true case is null 0:22 Test condition and select ( temp void) 0:22 Condition 0:22 Negate conditional ( temp bool) 0:22 Convert float to bool ( temp bool) 0:22 fval: direct index for structure ( uniform float) 0:22 '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}) 0:22 Constant: 0:22 2 (const uint) 0:22 true case is null 0:25 move second child to first child ( temp 4-component vector of float) 0:25 Color: direct index for structure ( temp 4-component vector of float) 0:25 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:25 Constant: 0:25 0 (const int) 0:25 Constant: 0:25 1.000000 0:25 1.000000 0:25 1.000000 0:25 1.000000 0:26 Branch: Return with expression 0:26 '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 84 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 81 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($Global) 3 "fval4" Name 16 "" Name 72 "psout" Name 81 "@entryPointOutput.Color" MemberDecorate 14($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 81(@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 26: 12(int) Constant 1 27: TypePointer Uniform 13(ivec4) 30: TypeVector 21(bool) 4 31: TypeVector 22(int) 4 32: 31(ivec4) ConstantComposite 23 23 23 23 35: 12(int) Constant 2 36: TypePointer Uniform 6(float) 39: 6(float) Constant 0 42: 12(int) Constant 3 43: TypePointer Uniform 7(fvec4) 46: 7(fvec4) ConstantComposite 39 39 39 39 71: TypePointer Function 8(PS_OUTPUT) 73: 6(float) Constant 1065353216 74: 7(fvec4) ConstantComposite 73 73 73 73 75: TypePointer Function 7(fvec4) 80: TypePointer Output 7(fvec4) 81(@entryPointOutput.Color): 80(ptr) Variable Output 4(main): 2 Function None 3 5: Label 82:8(PS_OUTPUT) FunctionCall 10(@main() 83: 7(fvec4) CompositeExtract 82 0 Store 81(@entryPointOutput.Color) 83 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 72(psout): 71(ptr) Variable Function 19: 18(ptr) AccessChain 16 17 20: 12(int) Load 19 24: 21(bool) INotEqual 20 23 25: 21(bool) LogicalNot 24 28: 27(ptr) AccessChain 16 26 29: 13(ivec4) Load 28 33: 30(bvec4) INotEqual 29 32 34: 30(bvec4) LogicalNot 33 37: 36(ptr) AccessChain 16 35 38: 6(float) Load 37 40: 21(bool) FUnordNotEqual 38 39 41: 21(bool) LogicalNot 40 44: 43(ptr) AccessChain 16 42 45: 7(fvec4) Load 44 47: 30(bvec4) FUnordNotEqual 45 46 48: 30(bvec4) LogicalNot 47 49: 18(ptr) AccessChain 16 17 50: 12(int) Load 49 51: 21(bool) INotEqual 50 23 SelectionMerge 53 None BranchConditional 51 52 53 52: Label Branch 53 53: Label 54: 36(ptr) AccessChain 16 35 55: 6(float) Load 54 56: 21(bool) FUnordNotEqual 55 39 SelectionMerge 58 None BranchConditional 56 57 58 57: Label Branch 58 58: Label 59: 18(ptr) AccessChain 16 17 60: 12(int) Load 59 61: 21(bool) INotEqual 60 23 62: 21(bool) LogicalNot 61 SelectionMerge 64 None BranchConditional 62 63 64 63: Label Branch 64 64: Label 65: 36(ptr) AccessChain 16 35 66: 6(float) Load 65 67: 21(bool) FUnordNotEqual 66 39 68: 21(bool) LogicalNot 67 SelectionMerge 70 None BranchConditional 68 69 70 69: Label Branch 70 70: Label 76: 75(ptr) AccessChain 72(psout) 17 Store 76 74 77:8(PS_OUTPUT) Load 72(psout) ReturnValue 77 FunctionEnd