HLSL: Fix #96: Support do-while loop substatements with no curly braces.
This commit is contained in:
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670271890d
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0c6f9360f5
@ -2,9 +2,9 @@ hlsl.doLoop.frag
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Shader version: 500
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Shader version: 500
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gl_FragCoord origin is upper left
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gl_FragCoord origin is upper left
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0:? Sequence
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(f1; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 Function Parameters:
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0:2 'input' ( in 4-component vector of float)
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0:2 'input' ( in float)
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0:? Sequence
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0:? Sequence
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0:3 Loop with condition not tested first
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0:3 Loop with condition not tested first
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0:3 Loop Condition
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0:3 Loop Condition
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@ -18,26 +18,56 @@ gl_FragCoord origin is upper left
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0:4 No loop body
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0:4 No loop body
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0:5 Loop with condition not tested first
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0:5 Loop with condition not tested first
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0:5 Loop Condition
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0:5 Loop Condition
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0:5 all ( temp bool)
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0:5 Compare Greater Than ( temp bool)
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0:5 Equal ( temp 4-component vector of bool)
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0:5 'input' ( in float)
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0:5 'input' ( in 4-component vector of float)
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0:5 Constant:
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0:5 'input' ( in 4-component vector of float)
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0:5 2.000000
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0:5 Loop Body
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0:5 Loop Body
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0:? Sequence
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0:5 Branch: Return with expression
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0:5 Branch: Return with expression
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0:5 'input' ( in 4-component vector of float)
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0:5 Construct vec4 ( temp 4-component vector of float)
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0:5 'input' ( in float)
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0:6 Loop with condition not tested first
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0:6 Loop Condition
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0:6 Compare Less Than ( temp bool)
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0:6 'input' ( in float)
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0:6 Constant:
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0:6 10.000000
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0:6 Loop Body
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0:6 Pre-Increment ( temp float)
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0:6 'input' ( in float)
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0:7 Loop with condition not tested first
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0:7 Loop Condition
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0:7 Compare Less Than ( temp bool)
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0:7 Pre-Increment ( temp float)
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0:7 'input' ( in float)
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0:7 Constant:
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0:7 10.000000
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0:7 Loop Body
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0:7 Loop with condition tested first
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0:7 Loop Condition
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0:7 Compare Less Than ( temp bool)
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0:7 Pre-Increment ( temp float)
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0:7 'input' ( in float)
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0:7 Constant:
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0:7 10.000000
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0:7 No loop body
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0:8 Branch: Return with expression
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0:8 Construct vec4 ( temp 4-component vector of float)
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0:8 'input' ( in float)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:2 Function Parameters:
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0:? Sequence
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0:? Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:2 move second child to first child ( temp float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' ( temp float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'input' (layout( location=0) in float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(f1; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' ( temp float)
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0:? Linker Objects
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'input' (layout( location=0) in float)
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Linked fragment stage:
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Linked fragment stage:
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@ -46,9 +76,9 @@ Linked fragment stage:
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Shader version: 500
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Shader version: 500
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gl_FragCoord origin is upper left
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gl_FragCoord origin is upper left
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0:? Sequence
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(f1; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 Function Parameters:
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0:2 'input' ( in 4-component vector of float)
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0:2 'input' ( in float)
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0:? Sequence
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0:? Sequence
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0:3 Loop with condition not tested first
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0:3 Loop with condition not tested first
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0:3 Loop Condition
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0:3 Loop Condition
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@ -62,73 +92,105 @@ gl_FragCoord origin is upper left
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0:4 No loop body
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0:4 No loop body
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0:5 Loop with condition not tested first
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0:5 Loop with condition not tested first
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0:5 Loop Condition
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0:5 Loop Condition
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0:5 all ( temp bool)
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0:5 Compare Greater Than ( temp bool)
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0:5 Equal ( temp 4-component vector of bool)
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0:5 'input' ( in float)
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0:5 'input' ( in 4-component vector of float)
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0:5 Constant:
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0:5 'input' ( in 4-component vector of float)
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0:5 2.000000
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0:5 Loop Body
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0:5 Loop Body
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0:? Sequence
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0:5 Branch: Return with expression
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0:5 Branch: Return with expression
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0:5 'input' ( in 4-component vector of float)
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0:5 Construct vec4 ( temp 4-component vector of float)
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0:5 'input' ( in float)
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0:6 Loop with condition not tested first
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0:6 Loop Condition
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0:6 Compare Less Than ( temp bool)
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0:6 'input' ( in float)
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0:6 Constant:
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0:6 10.000000
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0:6 Loop Body
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0:6 Pre-Increment ( temp float)
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0:6 'input' ( in float)
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0:7 Loop with condition not tested first
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0:7 Loop Condition
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0:7 Compare Less Than ( temp bool)
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0:7 Pre-Increment ( temp float)
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0:7 'input' ( in float)
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0:7 Constant:
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0:7 10.000000
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0:7 Loop Body
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0:7 Loop with condition tested first
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0:7 Loop Condition
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0:7 Compare Less Than ( temp bool)
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0:7 Pre-Increment ( temp float)
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0:7 'input' ( in float)
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0:7 Constant:
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0:7 10.000000
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0:7 No loop body
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0:8 Branch: Return with expression
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0:8 Construct vec4 ( temp 4-component vector of float)
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0:8 'input' ( in float)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:2 Function Parameters:
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0:? Sequence
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0:? Sequence
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0:2 move second child to first child ( temp 4-component vector of float)
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0:2 move second child to first child ( temp float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' ( temp float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'input' (layout( location=0) in float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(f1; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' ( temp float)
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0:? Linker Objects
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'input' (layout( location=0) in float)
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// Module Version 10000
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// Module Version 10000
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// Generated by (magic number): 80001
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// Generated by (magic number): 80001
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// Id's are bound by 44
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// Id's are bound by 71
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Capability Shader
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 37 40
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EntryPoint Fragment 4 "PixelShaderFunction" 64 67
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Source HLSL 500
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Name 4 "PixelShaderFunction"
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Name 4 "PixelShaderFunction"
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Name 11 "@PixelShaderFunction(vf4;"
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Name 11 "@PixelShaderFunction(f1;"
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Name 10 "input"
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Name 10 "input"
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Name 35 "input"
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Name 62 "input"
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Name 37 "input"
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Name 64 "input"
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Name 40 "@entryPointOutput"
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Name 67 "@entryPointOutput"
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Name 41 "param"
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Name 68 "param"
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Decorate 37(input) Location 0
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Decorate 64(input) Location 0
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Decorate 40(@entryPointOutput) Location 0
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Decorate 67(@entryPointOutput) Location 0
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2: TypeVoid
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2: TypeVoid
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3: TypeFunction 2
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3: TypeFunction 2
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6: TypeFloat 32
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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7: TypePointer Function 6(float)
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8: TypePointer Function 7(fvec4)
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8: TypeVector 6(float) 4
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9: TypeFunction 7(fvec4) 8(ptr)
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9: TypeFunction 8(fvec4) 7(ptr)
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17: TypeBool
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17: TypeBool
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18: 17(bool) ConstantFalse
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18: 17(bool) ConstantFalse
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31: TypeVector 17(bool) 4
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31: 6(float) Constant 1073741824
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36: TypePointer Input 7(fvec4)
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38: 6(float) Constant 1065353216
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37(input): 36(ptr) Variable Input
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41: 6(float) Constant 1092616192
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39: TypePointer Output 7(fvec4)
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63: TypePointer Input 6(float)
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40(@entryPointOutput): 39(ptr) Variable Output
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64(input): 63(ptr) Variable Input
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66: TypePointer Output 8(fvec4)
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67(@entryPointOutput): 66(ptr) Variable Output
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4(PixelShaderFunction): 2 Function None 3
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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5: Label
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35(input): 8(ptr) Variable Function
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62(input): 7(ptr) Variable Function
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41(param): 8(ptr) Variable Function
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68(param): 7(ptr) Variable Function
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38: 7(fvec4) Load 37(input)
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65: 6(float) Load 64(input)
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Store 35(input) 38
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Store 62(input) 65
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42: 7(fvec4) Load 35(input)
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69: 6(float) Load 62(input)
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Store 41(param) 42
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Store 68(param) 69
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43: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 41(param)
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70: 8(fvec4) FunctionCall 11(@PixelShaderFunction(f1;) 68(param)
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Store 40(@entryPointOutput) 43
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Store 67(@entryPointOutput) 70
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Return
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Return
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FunctionEnd
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FunctionEnd
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11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9
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11(@PixelShaderFunction(f1;): 8(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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10(input): 7(ptr) FunctionParameter
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12: Label
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12: Label
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Branch 13
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Branch 13
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13: Label
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13: Label
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@ -153,15 +215,57 @@ gl_FragCoord origin is upper left
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LoopMerge 25 26 None
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LoopMerge 25 26 None
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Branch 24
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Branch 24
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24: Label
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24: Label
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27: 7(fvec4) Load 10(input)
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27: 6(float) Load 10(input)
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ReturnValue 27
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28: 8(fvec4) CompositeConstruct 27 27 27 27
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ReturnValue 28
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26: Label
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26: Label
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29: 7(fvec4) Load 10(input)
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30: 6(float) Load 10(input)
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30: 7(fvec4) Load 10(input)
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32: 17(bool) FOrdGreaterThan 30 31
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32: 31(bvec4) FOrdEqual 29 30
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BranchConditional 32 23 25
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33: 17(bool) All 32
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BranchConditional 33 23 25
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25: Label
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25: Label
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34: 7(fvec4) Undef
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Branch 33
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ReturnValue 34
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33: Label
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LoopMerge 35 36 None
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Branch 34
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34: Label
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37: 6(float) Load 10(input)
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39: 6(float) FAdd 37 38
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Store 10(input) 39
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Branch 36
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36: Label
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40: 6(float) Load 10(input)
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42: 17(bool) FOrdLessThan 40 41
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BranchConditional 42 33 35
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35: Label
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Branch 43
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43: Label
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LoopMerge 45 46 None
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Branch 44
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44: Label
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Branch 47
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47: Label
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LoopMerge 49 50 None
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Branch 51
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51: Label
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52: 6(float) Load 10(input)
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53: 6(float) FAdd 52 38
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Store 10(input) 53
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54: 17(bool) FOrdLessThan 53 41
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BranchConditional 54 48 49
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48: Label
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Branch 50
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50: Label
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Branch 47
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49: Label
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Branch 46
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46: Label
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55: 6(float) Load 10(input)
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56: 6(float) FAdd 55 38
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Store 10(input) 56
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57: 17(bool) FOrdLessThan 56 41
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BranchConditional 57 43 45
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45: Label
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58: 6(float) Load 10(input)
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59: 8(fvec4) CompositeConstruct 58 58 58 58
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ReturnValue 59
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FunctionEnd
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FunctionEnd
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@ -118,6 +118,7 @@ gl_FragCoord origin is upper left
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0:24 Convert int to bool ( temp bool)
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0:24 Convert int to bool ( temp bool)
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0:24 'i' ( temp int)
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0:24 'i' ( temp int)
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0:24 Loop Body
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0:24 Loop Body
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0:? Sequence
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0:24 Pre-Decrement ( temp int)
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0:24 Pre-Decrement ( temp int)
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0:24 'i' ( temp int)
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0:24 'i' ( temp int)
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0:? Sequence
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0:? Sequence
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@ -286,6 +287,7 @@ gl_FragCoord origin is upper left
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0:24 Convert int to bool ( temp bool)
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0:24 Convert int to bool ( temp bool)
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0:24 'i' ( temp int)
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0:24 'i' ( temp int)
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0:24 Loop Body
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0:24 Loop Body
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0:? Sequence
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0:24 Pre-Decrement ( temp int)
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0:24 Pre-Decrement ( temp int)
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0:24 'i' ( temp int)
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0:24 'i' ( temp int)
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0:? Sequence
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0:? Sequence
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@ -1,6 +1,9 @@
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float4 PixelShaderFunction(float4 input) : COLOR0
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float4 PixelShaderFunction(float input) : COLOR0
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{
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{
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[unroll] do {} while (false);
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[unroll] do {} while (false);
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[unroll] do {;} while (false);
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[unroll] do {;} while (false);
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do { return input; } while (all(input == input));
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do { return (float4)input; } while (input > 2.0);
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do ++input; while (input < 10.0);
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do while (++input < 10.0); while (++input < 10.0); // nest while inside do-while
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return (float4)input;
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}
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}
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@ -3328,18 +3328,12 @@ bool HlslGrammar::acceptIterationStatement(TIntermNode*& statement)
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case EHTokDo:
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case EHTokDo:
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parseContext.nestLooping();
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parseContext.nestLooping();
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if (! acceptTokenClass(EHTokLeftBrace))
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expected("{");
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// statement
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// statement
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if (! peekTokenClass(EHTokRightBrace) && ! acceptScopedStatement(statement)) {
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if (! acceptScopedStatement(statement)) {
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expected("do sub-statement");
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expected("do sub-statement");
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return false;
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return false;
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}
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}
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if (! acceptTokenClass(EHTokRightBrace))
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expected("}");
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// WHILE
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// WHILE
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if (! acceptTokenClass(EHTokWhile)) {
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if (! acceptTokenClass(EHTokWhile)) {
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expected("while");
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expected("while");
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