hlsl.whileLoop.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Loop with condition tested first 0:3 Loop Condition 0:3 any ( temp bool) 0:3 NotEqual ( temp 4-component vector of bool) 0:3 'input' ( in 4-component vector of float) 0:3 'input' ( in 4-component vector of float) 0:3 Loop Body 0:? Sequence 0:3 Branch: Return with expression 0:3 'input' ( in 4-component vector of float) 0:4 Loop with condition tested first 0:4 Loop Condition 0:4 Constant: 0:4 false (const bool) 0:4 No loop body 0:5 Loop with condition tested first: Unroll 0:5 Loop Condition 0:5 Constant: 0:5 false (const bool) 0:5 No loop body 0:6 Loop with condition tested first 0:6 Loop Condition 0:6 Constant: 0:6 false (const bool) 0:6 No loop body 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 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) 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:2 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 0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in 4-component vector of float) 0:? Sequence 0:3 Loop with condition tested first 0:3 Loop Condition 0:3 any ( temp bool) 0:3 NotEqual ( temp 4-component vector of bool) 0:3 'input' ( in 4-component vector of float) 0:3 'input' ( in 4-component vector of float) 0:3 Loop Body 0:? Sequence 0:3 Branch: Return with expression 0:3 'input' ( in 4-component vector of float) 0:4 Loop with condition tested first 0:4 Loop Condition 0:4 Constant: 0:4 false (const bool) 0:4 No loop body 0:5 Loop with condition tested first: Unroll 0:5 Loop Condition 0:5 Constant: 0:5 false (const bool) 0:5 No loop body 0:6 Loop with condition tested first 0:6 Loop Condition 0:6 Constant: 0:6 false (const bool) 0:6 No loop body 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 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) 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:2 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 52 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 45 48 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 11 "@PixelShaderFunction(vf4;" Name 10 "input" Name 43 "input" Name 45 "input" Name 48 "@entryPointOutput" Name 49 "param" Decorate 45(input) Location 0 Decorate 48(@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) 20: TypeBool 21: TypeVector 20(bool) 4 31: 20(bool) ConstantFalse 44: TypePointer Input 7(fvec4) 45(input): 44(ptr) Variable Input 47: TypePointer Output 7(fvec4) 48(@entryPointOutput): 47(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 43(input): 8(ptr) Variable Function 49(param): 8(ptr) Variable Function 46: 7(fvec4) Load 45(input) Store 43(input) 46 50: 7(fvec4) Load 43(input) Store 49(param) 50 51: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 49(param) Store 48(@entryPointOutput) 51 Return FunctionEnd 11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label Branch 13 13: Label LoopMerge 15 16 None Branch 17 17: Label 18: 7(fvec4) Load 10(input) 19: 7(fvec4) Load 10(input) 22: 21(bvec4) FUnordNotEqual 18 19 23: 20(bool) Any 22 BranchConditional 23 14 15 14: Label 24: 7(fvec4) Load 10(input) ReturnValue 24 16: Label Branch 13 15: Label Branch 26 26: Label LoopMerge 28 29 None Branch 30 30: Label BranchConditional 31 27 28 27: Label Branch 29 29: Label Branch 26 28: Label Branch 32 32: Label LoopMerge 34 35 Unroll Branch 36 36: Label BranchConditional 31 33 34 33: Label Branch 35 35: Label Branch 32 34: Label Branch 37 37: Label LoopMerge 39 40 None Branch 41 41: Label BranchConditional 31 38 39 38: Label Branch 40 40: Label Branch 37 39: Label 42: 7(fvec4) Undef ReturnValue 42 FunctionEnd