hlsl.promote.binary.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Function Parameters: 0:? Sequence 0:15 mod ( temp float) 0:15 Convert int to float ( temp float) 0:15 ival: direct index for structure ( uniform int) 0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 2 (const uint) 0:15 fval: direct index for structure ( uniform float) 0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 4 (const uint) 0:16 mod ( temp 4-component vector of float) 0:16 Convert int to float ( temp 4-component vector of float) 0:16 ival4: direct index for structure ( uniform 4-component vector of int) 0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 3 (const uint) 0:16 fval4: direct index for structure ( uniform 4-component vector of float) 0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 5 (const uint) 0:18 mod ( temp float) 0:18 Convert bool to float ( temp float) 0:18 bval: direct index for structure ( uniform bool) 0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 0 (const uint) 0:18 fval: direct index for structure ( uniform float) 0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 4 (const uint) 0:19 mod ( temp 4-component vector of float) 0:19 Convert bool to float ( temp 4-component vector of float) 0:19 bval4: direct index for structure ( uniform 4-component vector of bool) 0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 1 (const uint) 0:19 fval4: direct index for structure ( uniform 4-component vector of float) 0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 5 (const uint) 0:21 Sequence 0:21 move second child to first child ( temp int) 0:21 'l_int' ( temp int) 0:21 Constant: 0:21 1 (const int) 0:22 mod second child into first child ( temp int) 0:22 'l_int' ( temp int) 0:22 Convert float to int ( temp int) 0:22 fval: direct index for structure ( uniform float) 0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 4 (const uint) 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 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:26 Branch: Return with expression 0:26 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:14 Function Definition: main( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:14 Color: direct index for structure ( temp 4-component vector of float) 0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 0:14 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Function Parameters: 0:? Sequence 0:15 mod ( temp float) 0:15 Convert int to float ( temp float) 0:15 ival: direct index for structure ( uniform int) 0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 2 (const uint) 0:15 fval: direct index for structure ( uniform float) 0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 4 (const uint) 0:16 mod ( temp 4-component vector of float) 0:16 Convert int to float ( temp 4-component vector of float) 0:16 ival4: direct index for structure ( uniform 4-component vector of int) 0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 3 (const uint) 0:16 fval4: direct index for structure ( uniform 4-component vector of float) 0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 5 (const uint) 0:18 mod ( temp float) 0:18 Convert bool to float ( temp float) 0:18 bval: direct index for structure ( uniform bool) 0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 0 (const uint) 0:18 fval: direct index for structure ( uniform float) 0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 4 (const uint) 0:19 mod ( temp 4-component vector of float) 0:19 Convert bool to float ( temp 4-component vector of float) 0:19 bval4: direct index for structure ( uniform 4-component vector of bool) 0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 1 (const uint) 0:19 fval4: direct index for structure ( uniform 4-component vector of float) 0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 5 (const uint) 0:21 Sequence 0:21 move second child to first child ( temp int) 0:21 'l_int' ( temp int) 0:21 Constant: 0:21 1 (const int) 0:22 mod second child into first child ( temp int) 0:22 'l_int' ( temp int) 0:22 Convert float to int ( temp int) 0:22 fval: direct index for structure ( uniform float) 0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 4 (const uint) 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 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:26 Branch: Return with expression 0:26 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:14 Function Definition: main( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:14 Color: direct index for structure ( temp 4-component vector of float) 0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, 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 83 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 80 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" Name 10 "@main(" Name 16 "$Global" MemberName 16($Global) 0 "bval" MemberName 16($Global) 1 "bval4" MemberName 16($Global) 2 "ival" MemberName 16($Global) 3 "ival4" MemberName 16($Global) 4 "fval" MemberName 16($Global) 5 "fval4" Name 18 "" Name 66 "l_int" Name 73 "psout" Name 80 "@entryPointOutput.Color" MemberDecorate 16($Global) 0 Offset 0 MemberDecorate 16($Global) 1 Offset 16 MemberDecorate 16($Global) 2 Offset 32 MemberDecorate 16($Global) 3 Offset 48 MemberDecorate 16($Global) 4 Offset 64 MemberDecorate 16($Global) 5 Offset 80 Decorate 16($Global) Block Decorate 18 DescriptorSet 0 Decorate 18 Binding 0 Decorate 80(@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 0 13: TypeVector 12(int) 4 14: TypeInt 32 1 15: TypeVector 14(int) 4 16($Global): TypeStruct 12(int) 13(ivec4) 14(int) 15(ivec4) 6(float) 7(fvec4) 17: TypePointer Uniform 16($Global) 18: 17(ptr) Variable Uniform 19: 14(int) Constant 2 20: TypePointer Uniform 14(int) 24: 14(int) Constant 4 25: TypePointer Uniform 6(float) 29: 14(int) Constant 3 30: TypePointer Uniform 15(ivec4) 34: 14(int) Constant 5 35: TypePointer Uniform 7(fvec4) 39: 14(int) Constant 0 40: TypePointer Uniform 12(int) 43: TypeBool 44: 12(int) Constant 0 46: 6(float) Constant 0 47: 6(float) Constant 1065353216 52: 14(int) Constant 1 53: TypePointer Uniform 13(ivec4) 56: TypeVector 43(bool) 4 57: 13(ivec4) ConstantComposite 44 44 44 44 59: 7(fvec4) ConstantComposite 46 46 46 46 60: 7(fvec4) ConstantComposite 47 47 47 47 65: TypePointer Function 14(int) 72: TypePointer Function 8(PS_OUTPUT) 74: TypePointer Function 7(fvec4) 79: TypePointer Output 7(fvec4) 80(@entryPointOutput.Color): 79(ptr) Variable Output 4(main): 2 Function None 3 5: Label 81:8(PS_OUTPUT) FunctionCall 10(@main() 82: 7(fvec4) CompositeExtract 81 0 Store 80(@entryPointOutput.Color) 82 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 66(l_int): 65(ptr) Variable Function 73(psout): 72(ptr) Variable Function 21: 20(ptr) AccessChain 18 19 22: 14(int) Load 21 23: 6(float) ConvertSToF 22 26: 25(ptr) AccessChain 18 24 27: 6(float) Load 26 28: 6(float) FMod 23 27 31: 30(ptr) AccessChain 18 29 32: 15(ivec4) Load 31 33: 7(fvec4) ConvertSToF 32 36: 35(ptr) AccessChain 18 34 37: 7(fvec4) Load 36 38: 7(fvec4) FMod 33 37 41: 40(ptr) AccessChain 18 39 42: 12(int) Load 41 45: 43(bool) INotEqual 42 44 48: 6(float) Select 45 47 46 49: 25(ptr) AccessChain 18 24 50: 6(float) Load 49 51: 6(float) FMod 48 50 54: 53(ptr) AccessChain 18 52 55: 13(ivec4) Load 54 58: 56(bvec4) INotEqual 55 57 61: 7(fvec4) Select 58 60 59 62: 35(ptr) AccessChain 18 34 63: 7(fvec4) Load 62 64: 7(fvec4) FMod 61 63 Store 66(l_int) 52 67: 25(ptr) AccessChain 18 24 68: 6(float) Load 67 69: 14(int) ConvertFToS 68 70: 14(int) Load 66(l_int) 71: 14(int) SMod 70 69 Store 66(l_int) 71 75: 74(ptr) AccessChain 73(psout) 39 Store 75 59 76:8(PS_OUTPUT) Load 73(psout) ReturnValue 76 FunctionEnd