hlsl.conditional.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: vectorCond( ( temp 4-component vector of float) 0:8 Function Parameters: 0:? Sequence 0:11 Branch: Return with expression 0:10 add ( temp 4-component vector of float) 0:9 add ( temp 4-component vector of float) 0:9 mix ( temp 4-component vector of float) 0:9 f4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 2 (const uint) 0:9 t4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 1 (const uint) 0:9 Convert float to bool ( temp 4-component vector of bool) 0:9 c4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 0 (const uint) 0:10 mix ( temp 4-component vector of float) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 f: direct index for structure ( uniform float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 4 (const uint) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 t: direct index for structure ( uniform float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 3 (const uint) 0:10 Convert float to bool ( temp 4-component vector of bool) 0:10 c4: direct index for structure ( uniform 4-component vector of float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 0 (const uint) 0:11 mix ( temp 4-component vector of float) 0:11 f4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 2 (const uint) 0:11 t4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 1 (const uint) 0:11 Compare Less Than ( temp 4-component vector of bool) 0:11 t4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 1 (const uint) 0:11 f4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 2 (const uint) 0:15 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:15 Function Parameters: 0:15 'cnd' ( in 2-component vector of bool) 0:15 'src0' ( in 2-component vector of float) 0:15 'src1' ( in 2-component vector of float) 0:? Sequence 0:16 Branch: Return with expression 0:16 mix ( temp 2-component vector of float) 0:16 'src1' ( in 2-component vector of float) 0:16 'src0' ( in 2-component vector of float) 0:16 'cnd' ( in 2-component vector of bool) 0:20 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 'input' ( in 4-component vector of float) 0:? Sequence 0:21 Sequence 0:21 move second child to first child ( temp int) 0:21 'a' ( temp int) 0:21 Constant: 0:21 5 (const int) 0:22 Sequence 0:22 move second child to first child ( temp int) 0:22 'b' ( temp int) 0:22 Constant: 0:22 6 (const int) 0:23 Sequence 0:23 move second child to first child ( temp int) 0:23 'c' ( temp int) 0:23 Constant: 0:23 7 (const int) 0:24 Sequence 0:24 move second child to first child ( temp int) 0:24 'd' ( temp int) 0:24 Constant: 0:24 7 (const int) 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'ret' ( temp 4-component vector of float) 0:27 add ( temp 4-component vector of float) 0:26 add ( temp 4-component vector of float) 0:25 add ( temp 4-component vector of float) 0:25 vector-scale ( temp 4-component vector of float) 0:25 Convert int to float ( temp float) 0:25 'a' ( temp int) 0:25 'input' ( in 4-component vector of float) 0:26 vector-scale ( temp 4-component vector of float) 0:26 Convert int to float ( temp float) 0:26 'b' ( temp int) 0:26 'input' ( in 4-component vector of float) 0:27 vector-scale ( temp 4-component vector of float) 0:27 Convert int to float ( temp float) 0:27 'c' ( temp int) 0:27 'input' ( in 4-component vector of float) 0:28 vector-scale ( temp 4-component vector of float) 0:28 Convert int to float ( temp float) 0:28 'd' ( temp int) 0:28 'input' ( in 4-component vector of float) 0:30 Comma ( temp int) 0:30 move second child to first child ( temp int) 0:30 'e' ( temp int) 0:30 move second child to first child ( temp int) 0:30 'a' ( temp int) 0:30 Test condition and select ( temp int) 0:30 Condition 0:30 Convert int to bool ( temp bool) 0:30 'b' ( temp int) 0:30 true case 0:30 move second child to first child ( temp int) 0:30 'c' ( temp int) 0:30 'd' ( temp int) 0:30 false case 0:30 Constant: 0:30 10 (const int) 0:30 move second child to first child ( temp int) 0:30 'b' ( temp int) 0:30 Test condition and select ( temp int) 0:30 Condition 0:30 Convert int to bool ( temp bool) 0:30 'a' ( temp int) 0:30 true case 0:30 move second child to first child ( temp int) 0:30 'd' ( temp int) 0:30 'c' ( temp int) 0:30 false case 0:30 Constant: 0:30 11 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 'f' ( temp 4-component vector of float) 0:32 Test condition and select ( temp 4-component vector of float) 0:32 Condition 0:32 Compare Less Than ( temp bool) 0:32 direct index ( temp float) 0:32 'ret' ( temp 4-component vector of float) 0:32 Constant: 0:32 0 (const int) 0:32 direct index ( temp float) 0:32 'input' ( in 4-component vector of float) 0:32 Constant: 0:32 1 (const int) 0:32 true case 0:32 vector-scale ( temp 4-component vector of float) 0:32 Convert int to float ( temp float) 0:32 'c' ( temp int) 0:32 'input' ( in 4-component vector of float) 0:32 false case 0:32 vector-scale ( temp 4-component vector of float) 0:32 Convert int to float ( temp float) 0:32 'd' ( temp int) 0:32 'input' ( in 4-component vector of float) 0:34 Branch: Return with expression 0:33 add ( temp 4-component vector of float) 0:33 add ( temp 4-component vector of float) 0:33 add ( temp 4-component vector of float) 0:33 vector-scale ( temp 4-component vector of float) 0:33 Convert int to float ( temp float) 0:33 'e' ( temp int) 0:33 'ret' ( temp 4-component vector of float) 0:33 'f' ( temp 4-component vector of float) 0:33 Function Call: vectorCond( ( temp 4-component vector of float) 0:? Construct vec4 ( temp 4-component vector of float) 0:34 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:? Constant: 0:? true (const bool) 0:? false (const bool) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? Constant: 0:? 3.000000 0:? 4.000000 0:34 Constant: 0:34 10.000000 0:34 Constant: 0:34 10.000000 0:20 Function Definition: PixelShaderFunction( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 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) 0:20 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:20 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 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 0:8 Function Definition: vectorCond( ( temp 4-component vector of float) 0:8 Function Parameters: 0:? Sequence 0:11 Branch: Return with expression 0:10 add ( temp 4-component vector of float) 0:9 add ( temp 4-component vector of float) 0:9 mix ( temp 4-component vector of float) 0:9 f4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 2 (const uint) 0:9 t4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 1 (const uint) 0:9 Convert float to bool ( temp 4-component vector of bool) 0:9 c4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 0 (const uint) 0:10 mix ( temp 4-component vector of float) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 f: direct index for structure ( uniform float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 4 (const uint) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 t: direct index for structure ( uniform float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 3 (const uint) 0:10 Convert float to bool ( temp 4-component vector of bool) 0:10 c4: direct index for structure ( uniform 4-component vector of float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 0 (const uint) 0:11 mix ( temp 4-component vector of float) 0:11 f4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 2 (const uint) 0:11 t4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 1 (const uint) 0:11 Compare Less Than ( temp 4-component vector of bool) 0:11 t4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 1 (const uint) 0:11 f4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 2 (const uint) 0:15 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:15 Function Parameters: 0:15 'cnd' ( in 2-component vector of bool) 0:15 'src0' ( in 2-component vector of float) 0:15 'src1' ( in 2-component vector of float) 0:? Sequence 0:16 Branch: Return with expression 0:16 mix ( temp 2-component vector of float) 0:16 'src1' ( in 2-component vector of float) 0:16 'src0' ( in 2-component vector of float) 0:16 'cnd' ( in 2-component vector of bool) 0:20 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:20 Function Parameters: 0:20 'input' ( in 4-component vector of float) 0:? Sequence 0:21 Sequence 0:21 move second child to first child ( temp int) 0:21 'a' ( temp int) 0:21 Constant: 0:21 5 (const int) 0:22 Sequence 0:22 move second child to first child ( temp int) 0:22 'b' ( temp int) 0:22 Constant: 0:22 6 (const int) 0:23 Sequence 0:23 move second child to first child ( temp int) 0:23 'c' ( temp int) 0:23 Constant: 0:23 7 (const int) 0:24 Sequence 0:24 move second child to first child ( temp int) 0:24 'd' ( temp int) 0:24 Constant: 0:24 7 (const int) 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of float) 0:25 'ret' ( temp 4-component vector of float) 0:27 add ( temp 4-component vector of float) 0:26 add ( temp 4-component vector of float) 0:25 add ( temp 4-component vector of float) 0:25 vector-scale ( temp 4-component vector of float) 0:25 Convert int to float ( temp float) 0:25 'a' ( temp int) 0:25 'input' ( in 4-component vector of float) 0:26 vector-scale ( temp 4-component vector of float) 0:26 Convert int to float ( temp float) 0:26 'b' ( temp int) 0:26 'input' ( in 4-component vector of float) 0:27 vector-scale ( temp 4-component vector of float) 0:27 Convert int to float ( temp float) 0:27 'c' ( temp int) 0:27 'input' ( in 4-component vector of float) 0:28 vector-scale ( temp 4-component vector of float) 0:28 Convert int to float ( temp float) 0:28 'd' ( temp int) 0:28 'input' ( in 4-component vector of float) 0:30 Comma ( temp int) 0:30 move second child to first child ( temp int) 0:30 'e' ( temp int) 0:30 move second child to first child ( temp int) 0:30 'a' ( temp int) 0:30 Test condition and select ( temp int) 0:30 Condition 0:30 Convert int to bool ( temp bool) 0:30 'b' ( temp int) 0:30 true case 0:30 move second child to first child ( temp int) 0:30 'c' ( temp int) 0:30 'd' ( temp int) 0:30 false case 0:30 Constant: 0:30 10 (const int) 0:30 move second child to first child ( temp int) 0:30 'b' ( temp int) 0:30 Test condition and select ( temp int) 0:30 Condition 0:30 Convert int to bool ( temp bool) 0:30 'a' ( temp int) 0:30 true case 0:30 move second child to first child ( temp int) 0:30 'd' ( temp int) 0:30 'c' ( temp int) 0:30 false case 0:30 Constant: 0:30 11 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 'f' ( temp 4-component vector of float) 0:32 Test condition and select ( temp 4-component vector of float) 0:32 Condition 0:32 Compare Less Than ( temp bool) 0:32 direct index ( temp float) 0:32 'ret' ( temp 4-component vector of float) 0:32 Constant: 0:32 0 (const int) 0:32 direct index ( temp float) 0:32 'input' ( in 4-component vector of float) 0:32 Constant: 0:32 1 (const int) 0:32 true case 0:32 vector-scale ( temp 4-component vector of float) 0:32 Convert int to float ( temp float) 0:32 'c' ( temp int) 0:32 'input' ( in 4-component vector of float) 0:32 false case 0:32 vector-scale ( temp 4-component vector of float) 0:32 Convert int to float ( temp float) 0:32 'd' ( temp int) 0:32 'input' ( in 4-component vector of float) 0:34 Branch: Return with expression 0:33 add ( temp 4-component vector of float) 0:33 add ( temp 4-component vector of float) 0:33 add ( temp 4-component vector of float) 0:33 vector-scale ( temp 4-component vector of float) 0:33 Convert int to float ( temp float) 0:33 'e' ( temp int) 0:33 'ret' ( temp 4-component vector of float) 0:33 'f' ( temp 4-component vector of float) 0:33 Function Call: vectorCond( ( temp 4-component vector of float) 0:? Construct vec4 ( temp 4-component vector of float) 0:34 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:? Constant: 0:? true (const bool) 0:? false (const bool) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? Constant: 0:? 3.000000 0:? 4.000000 0:34 Constant: 0:34 10.000000 0:34 Constant: 0:34 10.000000 0:20 Function Definition: PixelShaderFunction( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 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) 0:20 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:20 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 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): 80001 // Id's are bound by 186 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 179 182 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 9 "vectorCond(" Name 20 "fbSelect(vb2;vf2;vf2;" Name 17 "cnd" Name 18 "src0" Name 19 "src1" Name 25 "@PixelShaderFunction(vf4;" Name 24 "input" Name 27 "$Global" MemberName 27($Global) 0 "c4" MemberName 27($Global) 1 "t4" MemberName 27($Global) 2 "f4" MemberName 27($Global) 3 "t" MemberName 27($Global) 4 "f" Name 29 "" Name 80 "a" Name 82 "b" Name 84 "c" Name 86 "d" Name 87 "ret" Name 107 "e" Name 128 "f" Name 166 "param" Name 167 "param" Name 168 "param" Name 177 "input" Name 179 "input" Name 182 "@entryPointOutput" Name 183 "param" MemberDecorate 27($Global) 0 Offset 0 MemberDecorate 27($Global) 1 Offset 16 MemberDecorate 27($Global) 2 Offset 32 MemberDecorate 27($Global) 3 Offset 48 MemberDecorate 27($Global) 4 Offset 52 Decorate 27($Global) Block Decorate 29 DescriptorSet 0 Decorate 179(input) Location 0 Decorate 182(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 11: TypeBool 12: TypeVector 11(bool) 2 13: TypePointer Function 12(bvec2) 14: TypeVector 6(float) 2 15: TypePointer Function 14(fvec2) 16: TypeFunction 14(fvec2) 13(ptr) 15(ptr) 15(ptr) 22: TypePointer Function 7(fvec4) 23: TypeFunction 7(fvec4) 22(ptr) 27($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float) 28: TypePointer Uniform 27($Global) 29: 28(ptr) Variable Uniform 30: TypeInt 32 1 31: 30(int) Constant 2 32: TypePointer Uniform 7(fvec4) 35: 30(int) Constant 1 38: 30(int) Constant 0 41: TypeVector 11(bool) 4 42: 6(float) Constant 0 43: 7(fvec4) ConstantComposite 42 42 42 42 46: 30(int) Constant 4 47: TypePointer Uniform 6(float) 51: 30(int) Constant 3 79: TypePointer Function 30(int) 81: 30(int) Constant 5 83: 30(int) Constant 6 85: 30(int) Constant 7 110: TypeInt 32 0 111: 110(int) Constant 0 117: 30(int) Constant 10 126: 30(int) Constant 11 130: TypePointer Function 6(float) 133: 110(int) Constant 1 157: 11(bool) ConstantTrue 158: 11(bool) ConstantFalse 159: 12(bvec2) ConstantComposite 157 158 160: 6(float) Constant 1065353216 161: 6(float) Constant 1073741824 162: 14(fvec2) ConstantComposite 160 161 163: 6(float) Constant 1077936128 164: 6(float) Constant 1082130432 165: 14(fvec2) ConstantComposite 163 164 170: 6(float) Constant 1092616192 178: TypePointer Input 7(fvec4) 179(input): 178(ptr) Variable Input 181: TypePointer Output 7(fvec4) 182(@entryPointOutput): 181(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 177(input): 22(ptr) Variable Function 183(param): 22(ptr) Variable Function 180: 7(fvec4) Load 179(input) Store 177(input) 180 184: 7(fvec4) Load 177(input) Store 183(param) 184 185: 7(fvec4) FunctionCall 25(@PixelShaderFunction(vf4;) 183(param) Store 182(@entryPointOutput) 185 Return FunctionEnd 9(vectorCond(): 7(fvec4) Function None 8 10: Label 33: 32(ptr) AccessChain 29 31 34: 7(fvec4) Load 33 36: 32(ptr) AccessChain 29 35 37: 7(fvec4) Load 36 39: 32(ptr) AccessChain 29 38 40: 7(fvec4) Load 39 44: 41(bvec4) FOrdNotEqual 40 43 45: 7(fvec4) Select 44 37 34 48: 47(ptr) AccessChain 29 46 49: 6(float) Load 48 50: 7(fvec4) CompositeConstruct 49 49 49 49 52: 47(ptr) AccessChain 29 51 53: 6(float) Load 52 54: 7(fvec4) CompositeConstruct 53 53 53 53 55: 32(ptr) AccessChain 29 38 56: 7(fvec4) Load 55 57: 41(bvec4) FOrdNotEqual 56 43 58: 7(fvec4) Select 57 54 50 59: 7(fvec4) FAdd 45 58 60: 32(ptr) AccessChain 29 31 61: 7(fvec4) Load 60 62: 32(ptr) AccessChain 29 35 63: 7(fvec4) Load 62 64: 32(ptr) AccessChain 29 35 65: 7(fvec4) Load 64 66: 32(ptr) AccessChain 29 31 67: 7(fvec4) Load 66 68: 41(bvec4) FOrdLessThan 65 67 69: 7(fvec4) Select 68 63 61 70: 7(fvec4) FAdd 59 69 ReturnValue 70 FunctionEnd 20(fbSelect(vb2;vf2;vf2;): 14(fvec2) Function None 16 17(cnd): 13(ptr) FunctionParameter 18(src0): 15(ptr) FunctionParameter 19(src1): 15(ptr) FunctionParameter 21: Label 73: 14(fvec2) Load 19(src1) 74: 14(fvec2) Load 18(src0) 75: 12(bvec2) Load 17(cnd) 76: 14(fvec2) Select 75 74 73 ReturnValue 76 FunctionEnd 25(@PixelShaderFunction(vf4;): 7(fvec4) Function None 23 24(input): 22(ptr) FunctionParameter 26: Label 80(a): 79(ptr) Variable Function 82(b): 79(ptr) Variable Function 84(c): 79(ptr) Variable Function 86(d): 79(ptr) Variable Function 87(ret): 22(ptr) Variable Function 107(e): 79(ptr) Variable Function 108: 79(ptr) Variable Function 119: 79(ptr) Variable Function 128(f): 22(ptr) Variable Function 129: 22(ptr) Variable Function 166(param): 13(ptr) Variable Function 167(param): 15(ptr) Variable Function 168(param): 15(ptr) Variable Function Store 80(a) 81 Store 82(b) 83 Store 84(c) 85 Store 86(d) 85 88: 30(int) Load 80(a) 89: 6(float) ConvertSToF 88 90: 7(fvec4) Load 24(input) 91: 7(fvec4) VectorTimesScalar 90 89 92: 30(int) Load 82(b) 93: 6(float) ConvertSToF 92 94: 7(fvec4) Load 24(input) 95: 7(fvec4) VectorTimesScalar 94 93 96: 7(fvec4) FAdd 91 95 97: 30(int) Load 84(c) 98: 6(float) ConvertSToF 97 99: 7(fvec4) Load 24(input) 100: 7(fvec4) VectorTimesScalar 99 98 101: 7(fvec4) FAdd 96 100 102: 30(int) Load 86(d) 103: 6(float) ConvertSToF 102 104: 7(fvec4) Load 24(input) 105: 7(fvec4) VectorTimesScalar 104 103 106: 7(fvec4) FAdd 101 105 Store 87(ret) 106 109: 30(int) Load 82(b) 112: 11(bool) INotEqual 109 111 SelectionMerge 114 None BranchConditional 112 113 116 113: Label 115: 30(int) Load 86(d) Store 84(c) 115 Store 108 115 Branch 114 116: Label Store 108 117 Branch 114 114: Label 118: 30(int) Load 108 Store 80(a) 118 Store 107(e) 118 120: 30(int) Load 80(a) 121: 11(bool) INotEqual 120 111 SelectionMerge 123 None BranchConditional 121 122 125 122: Label 124: 30(int) Load 84(c) Store 86(d) 124 Store 119 124 Branch 123 125: Label Store 119 126 Branch 123 123: Label 127: 30(int) Load 119 Store 82(b) 127 131: 130(ptr) AccessChain 87(ret) 111 132: 6(float) Load 131 134: 130(ptr) AccessChain 24(input) 133 135: 6(float) Load 134 136: 11(bool) FOrdLessThan 132 135 SelectionMerge 138 None BranchConditional 136 137 143 137: Label 139: 30(int) Load 84(c) 140: 6(float) ConvertSToF 139 141: 7(fvec4) Load 24(input) 142: 7(fvec4) VectorTimesScalar 141 140 Store 129 142 Branch 138 143: Label 144: 30(int) Load 86(d) 145: 6(float) ConvertSToF 144 146: 7(fvec4) Load 24(input) 147: 7(fvec4) VectorTimesScalar 146 145 Store 129 147 Branch 138 138: Label 148: 7(fvec4) Load 129 Store 128(f) 148 149: 30(int) Load 107(e) 150: 6(float) ConvertSToF 149 151: 7(fvec4) Load 87(ret) 152: 7(fvec4) VectorTimesScalar 151 150 153: 7(fvec4) Load 128(f) 154: 7(fvec4) FAdd 152 153 155: 7(fvec4) FunctionCall 9(vectorCond() 156: 7(fvec4) FAdd 154 155 Store 166(param) 159 Store 167(param) 162 Store 168(param) 165 169: 14(fvec2) FunctionCall 20(fbSelect(vb2;vf2;vf2;) 166(param) 167(param) 168(param) 171: 6(float) CompositeExtract 169 0 172: 6(float) CompositeExtract 169 1 173: 7(fvec4) CompositeConstruct 171 172 170 170 174: 7(fvec4) FAdd 156 173 ReturnValue 174 FunctionEnd