hlsl.partialInit.frag
WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing 
WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing 

Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8  Sequence
0:8    move second child to first child ( temp 4-component vector of float)
0:8      'gv' ( global 4-component vector of float)
0:8      Constant:
0:8        0.000000
0:8        0.000000
0:8        1.000000
0:8        0.000000
0:9  Sequence
0:9    move second child to first child ( temp 3-element array of float)
0:9      'gfa' ( global 3-element array of float)
0:9      Constant:
0:9        0.000000
0:9        0.000000
0:9        0.000000
0:18  Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18    Function Parameters: 
0:18      'input' ( in 4-component vector of float)
0:?     Sequence
0:19      Sequence
0:19        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:19          'o2' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:19          Constant:
0:19            3 (const int)
0:19            0.000000
0:19            false (const bool)
0:19            0.000000
0:19            0.000000
0:19            0.000000
0:19            0.000000
0:21      move second child to first child ( temp 4-component vector of float)
0:21        v: direct index for structure ( temp 4-component vector of float)
0:21          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:21          Constant:
0:21            3 (const int)
0:21        vector-scale ( temp 4-component vector of float)
0:21          'gv' ( global 4-component vector of float)
0:21          direct index ( temp float)
0:21            'gfa' ( global 3-element array of float)
0:21            Constant:
0:21              2 (const int)
0:22      Sequence
0:22        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:22          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:22          Constant:
0:22            0 (const int)
0:22            0.000000
0:22            false (const bool)
0:22            0.000000
0:22            0.000000
0:22            0.000000
0:22            0.000000
0:23      Sequence
0:23        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:23          'o3' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:23          Constant:
0:23            0 (const int)
0:23            0.000000
0:23            false (const bool)
0:23            0.000000
0:23            0.000000
0:23            0.000000
0:23            0.000000
0:24      move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:24        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:24        Constant:
0:24          0 (const int)
0:24          0.000000
0:24          false (const bool)
0:24          0.000000
0:24          0.000000
0:24          0.000000
0:24          0.000000
0:25      move second child to first child ( temp bool)
0:25        c: direct index for structure ( temp bool)
0:25          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:25          Constant:
0:25            2 (const int)
0:25        c: direct index for structure ( temp bool)
0:25          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:25          Constant:
0:25            2 (const int)
0:26      Sequence
0:26        move second child to first child ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
0:26          'nest' ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
0:26          Constant:
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0 (const int)
0:26            0.000000
0:26            false (const bool)
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            false (const bool)
0:28      Sequence
0:28        move second child to first child ( temp 4-element array of 2-component vector of float)
0:28          'gf2a' ( temp 4-element array of 2-component vector of float)
0:28          Constant:
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:29      Sequence
0:29        move second child to first child ( temp int)
0:29          'cgi' ( temp int)
0:29          Constant:
0:29            0 (const int)
0:30      move second child to first child ( temp float)
0:30        b: direct index for structure ( temp float)
0:30          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:30          Constant:
0:30            1 (const int)
0:30        component-wise multiply ( temp float)
0:30          direct index ( temp float)
0:30            direct index ( temp 2-component vector of float)
0:30              'gf2a' ( temp 4-element array of 2-component vector of float)
0:30              Constant:
0:30                2 (const int)
0:30            Constant:
0:30              1 (const int)
0:30          Convert int to float ( temp float)
0:30            'cgi' ( temp int)
0:32      Branch: Return with expression
0:32        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18  Function Definition: PixelShaderFunction( ( temp void)
0:18    Function Parameters: 
0:?     Sequence
0:18      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)
0:18      Sequence
0:18        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18          'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18          Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:?             'input' ( temp 4-component vector of float)
0:18        move second child to first child ( temp int)
0:?           'a' (layout( location=0) out int)
0:18          a: direct index for structure ( temp int)
0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18            Constant:
0:18              0 (const int)
0:18        move second child to first child ( temp float)
0:?           'b' (layout( location=1) out float)
0:18          b: direct index for structure ( temp float)
0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18            Constant:
0:18              1 (const int)
0:18        move second child to first child ( temp bool)
0:?           'c' (layout( location=2) out bool)
0:18          c: direct index for structure ( temp bool)
0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18            Constant:
0:18              2 (const int)
0:18        move second child to first child ( temp 4-component vector of float)
0:?           'v' (layout( location=3) out 4-component vector of float)
0:18          v: direct index for structure ( temp 4-component vector of float)
0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18            Constant:
0:18              3 (const int)
0:?   Linker Objects
0:?     'gv' ( global 4-component vector of float)
0:?     'gfa' ( global 3-element array of float)
0:?     'a' (layout( location=0) out int)
0:?     'b' (layout( location=1) out float)
0:?     'c' (layout( location=2) out bool)
0:?     'v' (layout( location=3) out 4-component vector of float)
0:?     'input' (layout( location=0) in 4-component vector of float)
0:?     'cgf2a' ( const 3-element array of 2-component vector of float)
0:?       0.000000
0:?       0.000000
0:?       0.000000
0:?       0.000000
0:?       0.000000
0:?       0.000000
0:?     'ci' ( const int)
0:?       0 (const int)


Linked fragment stage:


Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:8  Sequence
0:8    move second child to first child ( temp 4-component vector of float)
0:8      'gv' ( global 4-component vector of float)
0:8      Constant:
0:8        0.000000
0:8        0.000000
0:8        1.000000
0:8        0.000000
0:9  Sequence
0:9    move second child to first child ( temp 3-element array of float)
0:9      'gfa' ( global 3-element array of float)
0:9      Constant:
0:9        0.000000
0:9        0.000000
0:9        0.000000
0:18  Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18    Function Parameters: 
0:18      'input' ( in 4-component vector of float)
0:?     Sequence
0:19      Sequence
0:19        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:19          'o2' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:19          Constant:
0:19            3 (const int)
0:19            0.000000
0:19            false (const bool)
0:19            0.000000
0:19            0.000000
0:19            0.000000
0:19            0.000000
0:21      move second child to first child ( temp 4-component vector of float)
0:21        v: direct index for structure ( temp 4-component vector of float)
0:21          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:21          Constant:
0:21            3 (const int)
0:21        vector-scale ( temp 4-component vector of float)
0:21          'gv' ( global 4-component vector of float)
0:21          direct index ( temp float)
0:21            'gfa' ( global 3-element array of float)
0:21            Constant:
0:21              2 (const int)
0:22      Sequence
0:22        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:22          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:22          Constant:
0:22            0 (const int)
0:22            0.000000
0:22            false (const bool)
0:22            0.000000
0:22            0.000000
0:22            0.000000
0:22            0.000000
0:23      Sequence
0:23        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:23          'o3' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:23          Constant:
0:23            0 (const int)
0:23            0.000000
0:23            false (const bool)
0:23            0.000000
0:23            0.000000
0:23            0.000000
0:23            0.000000
0:24      move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:24        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:24        Constant:
0:24          0 (const int)
0:24          0.000000
0:24          false (const bool)
0:24          0.000000
0:24          0.000000
0:24          0.000000
0:24          0.000000
0:25      move second child to first child ( temp bool)
0:25        c: direct index for structure ( temp bool)
0:25          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:25          Constant:
0:25            2 (const int)
0:25        c: direct index for structure ( temp bool)
0:25          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:25          Constant:
0:25            2 (const int)
0:26      Sequence
0:26        move second child to first child ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
0:26          'nest' ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
0:26          Constant:
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0 (const int)
0:26            0.000000
0:26            false (const bool)
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            0.000000
0:26            false (const bool)
0:28      Sequence
0:28        move second child to first child ( temp 4-element array of 2-component vector of float)
0:28          'gf2a' ( temp 4-element array of 2-component vector of float)
0:28          Constant:
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:28            0.000000
0:29      Sequence
0:29        move second child to first child ( temp int)
0:29          'cgi' ( temp int)
0:29          Constant:
0:29            0 (const int)
0:30      move second child to first child ( temp float)
0:30        b: direct index for structure ( temp float)
0:30          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:30          Constant:
0:30            1 (const int)
0:30        component-wise multiply ( temp float)
0:30          direct index ( temp float)
0:30            direct index ( temp 2-component vector of float)
0:30              'gf2a' ( temp 4-element array of 2-component vector of float)
0:30              Constant:
0:30                2 (const int)
0:30            Constant:
0:30              1 (const int)
0:30          Convert int to float ( temp float)
0:30            'cgi' ( temp int)
0:32      Branch: Return with expression
0:32        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18  Function Definition: PixelShaderFunction( ( temp void)
0:18    Function Parameters: 
0:?     Sequence
0:18      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)
0:18      Sequence
0:18        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18          'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18          Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:?             'input' ( temp 4-component vector of float)
0:18        move second child to first child ( temp int)
0:?           'a' (layout( location=0) out int)
0:18          a: direct index for structure ( temp int)
0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18            Constant:
0:18              0 (const int)
0:18        move second child to first child ( temp float)
0:?           'b' (layout( location=1) out float)
0:18          b: direct index for structure ( temp float)
0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18            Constant:
0:18              1 (const int)
0:18        move second child to first child ( temp bool)
0:?           'c' (layout( location=2) out bool)
0:18          c: direct index for structure ( temp bool)
0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18            Constant:
0:18              2 (const int)
0:18        move second child to first child ( temp 4-component vector of float)
0:?           'v' (layout( location=3) out 4-component vector of float)
0:18          v: direct index for structure ( temp 4-component vector of float)
0:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
0:18            Constant:
0:18              3 (const int)
0:?   Linker Objects
0:?     'gv' ( global 4-component vector of float)
0:?     'gfa' ( global 3-element array of float)
0:?     'a' (layout( location=0) out int)
0:?     'b' (layout( location=1) out float)
0:?     'c' (layout( location=2) out bool)
0:?     'v' (layout( location=3) out 4-component vector of float)
0:?     'input' (layout( location=0) in 4-component vector of float)
0:?     'cgf2a' ( const 3-element array of 2-component vector of float)
0:?       0.000000
0:?       0.000000
0:?       0.000000
0:?       0.000000
0:?       0.000000
0:?       0.000000
0:?     'ci' ( const int)
0:?       0 (const int)

// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 104

                              Capability Shader
               1:             ExtInstImport  "GLSL.std.450"
                              MemoryModel Logical GLSL450
                              EntryPoint Fragment 4  "PixelShaderFunction" 80 87 91 95 99
                              ExecutionMode 4 OriginUpperLeft
                              Source HLSL 500
                              Name 4  "PixelShaderFunction"
                              Name 11  "outs"
                              MemberName 11(outs) 0  "a"
                              MemberName 11(outs) 1  "b"
                              MemberName 11(outs) 2  "c"
                              MemberName 11(outs) 3  "v"
                              Name 14  "@PixelShaderFunction(vf4;"
                              Name 13  "input"
                              Name 17  "gv"
                              Name 25  "gfa"
                              Name 28  "o2"
                              Name 33  "o4"
                              Name 41  "o1"
                              Name 44  "o3"
                              Name 51  "Nest"
                              MemberName 51(Nest) 0  "m"
                              MemberName 51(Nest) 1  "os"
                              MemberName 51(Nest) 2  "b"
                              Name 53  "nest"
                              Name 61  "gf2a"
                              Name 65  "cgi"
                              Name 78  "input"
                              Name 80  "input"
                              Name 82  "flattenTemp"
                              Name 83  "param"
                              Name 87  "a"
                              Name 91  "b"
                              Name 95  "c"
                              Name 99  "v"
                              Decorate 80(input) Location 0
                              Decorate 87(a) Location 0
                              Decorate 91(b) Location 1
                              Decorate 95(c) Location 2
                              Decorate 99(v) Location 3
               2:             TypeVoid
               3:             TypeFunction 2
               6:             TypeFloat 32
               7:             TypeVector 6(float) 4
               8:             TypePointer Function 7(fvec4)
               9:             TypeInt 32 1
              10:             TypeBool
        11(outs):             TypeStruct 9(int) 6(float) 10(bool) 7(fvec4)
              12:             TypeFunction 11(outs) 8(ptr)
              16:             TypePointer Private 7(fvec4)
          17(gv):     16(ptr) Variable Private
              18:    6(float) Constant 0
              19:    6(float) Constant 1065353216
              20:    7(fvec4) ConstantComposite 18 18 19 18
              21:             TypeInt 32 0
              22:     21(int) Constant 3
              23:             TypeArray 6(float) 22
              24:             TypePointer Private 23
         25(gfa):     24(ptr) Variable Private
              26:          23 ConstantComposite 18 18 18
              27:             TypePointer Function 11(outs)
              29:      9(int) Constant 3
              30:    10(bool) ConstantFalse
              31:    7(fvec4) ConstantComposite 18 18 18 18
              32:    11(outs) ConstantComposite 29 18 30 31
              35:      9(int) Constant 2
              36:             TypePointer Private 6(float)
              42:      9(int) Constant 0
              43:    11(outs) ConstantComposite 42 18 30 31
              45:             TypePointer Function 10(bool)
              49:             TypeVector 6(float) 3
              50:             TypeMatrix 49(fvec3) 4
        51(Nest):             TypeStruct 50 11(outs) 10(bool)
              52:             TypePointer Function 51(Nest)
              54:   49(fvec3) ConstantComposite 18 18 18
              55:          50 ConstantComposite 54 54 54 54
              56:    51(Nest) ConstantComposite 55 43 30
              57:             TypeVector 6(float) 2
              58:     21(int) Constant 4
              59:             TypeArray 57(fvec2) 58
              60:             TypePointer Function 59
              62:   57(fvec2) ConstantComposite 18 18
              63:          59 ConstantComposite 62 62 62 62
              64:             TypePointer Function 9(int)
              66:      9(int) Constant 1
              67:     21(int) Constant 1
              68:             TypePointer Function 6(float)
              79:             TypePointer Input 7(fvec4)
       80(input):     79(ptr) Variable Input
              86:             TypePointer Output 9(int)
           87(a):     86(ptr) Variable Output
              90:             TypePointer Output 6(float)
           91(b):     90(ptr) Variable Output
              94:             TypePointer Output 10(bool)
           95(c):     94(ptr) Variable Output
              98:             TypePointer Output 7(fvec4)
           99(v):     98(ptr) Variable Output
             102:             TypeArray 57(fvec2) 22
             103:         102 ConstantComposite 62 62 62
4(PixelShaderFunction):           2 Function None 3
               5:             Label
       78(input):      8(ptr) Variable Function
 82(flattenTemp):     27(ptr) Variable Function
       83(param):      8(ptr) Variable Function
                              Store 17(gv) 20
                              Store 25(gfa) 26
              81:    7(fvec4) Load 80(input)
                              Store 78(input) 81
              84:    7(fvec4) Load 78(input)
                              Store 83(param) 84
              85:    11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param)
                              Store 82(flattenTemp) 85
              88:     64(ptr) AccessChain 82(flattenTemp) 42
              89:      9(int) Load 88
                              Store 87(a) 89
              92:     68(ptr) AccessChain 82(flattenTemp) 66
              93:    6(float) Load 92
                              Store 91(b) 93
              96:     45(ptr) AccessChain 82(flattenTemp) 35
              97:    10(bool) Load 96
                              Store 95(c) 97
             100:      8(ptr) AccessChain 82(flattenTemp) 29
             101:    7(fvec4) Load 100
                              Store 99(v) 101
                              Return
                              FunctionEnd
14(@PixelShaderFunction(vf4;):    11(outs) Function None 12
       13(input):      8(ptr) FunctionParameter
              15:             Label
          28(o2):     27(ptr) Variable Function
          33(o4):     27(ptr) Variable Function
          41(o1):     27(ptr) Variable Function
          44(o3):     27(ptr) Variable Function
        53(nest):     52(ptr) Variable Function
        61(gf2a):     60(ptr) Variable Function
         65(cgi):     64(ptr) Variable Function
                              Store 28(o2) 32
              34:    7(fvec4) Load 17(gv)
              37:     36(ptr) AccessChain 25(gfa) 35
              38:    6(float) Load 37
              39:    7(fvec4) VectorTimesScalar 34 38
              40:      8(ptr) AccessChain 33(o4) 29
                              Store 40 39
                              Store 41(o1) 43
                              Store 44(o3) 43
                              Store 33(o4) 43
              46:     45(ptr) AccessChain 41(o1) 35
              47:    10(bool) Load 46
              48:     45(ptr) AccessChain 33(o4) 35
                              Store 48 47
                              Store 53(nest) 56
                              Store 61(gf2a) 63
                              Store 65(cgi) 42
              69:     68(ptr) AccessChain 61(gf2a) 35 67
              70:    6(float) Load 69
              71:      9(int) Load 65(cgi)
              72:    6(float) ConvertSToF 71
              73:    6(float) FMul 70 72
              74:     68(ptr) AccessChain 33(o4) 66
                              Store 74 73
              75:    11(outs) Load 33(o4)
                              ReturnValue 75
                              FunctionEnd
