hlsl.partialInit.frag Shader version: 450 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' (layout(location=0 ) 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 Sequence 0:28 move second child to first child (temp int) 0:? 'a' (layout(location=0 ) out int) 0:28 a: direct index for structure (temp int) 0:28 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:28 Constant: 0:28 0 (const int) 0:28 move second child to first child (temp float) 0:? 'b' (layout(location=1 ) out float) 0:28 b: direct index for structure (temp float) 0:28 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:28 Constant: 0:28 1 (const int) 0:28 move second child to first child (temp bool) 0:? 'c' (layout(location=2 ) out bool) 0:28 c: direct index for structure (temp bool) 0:28 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:28 Constant: 0:28 2 (const int) 0:28 move second child to first child (temp 4-component vector of float) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:28 v: direct index for structure (temp 4-component vector of float) 0:28 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:28 Constant: 0:28 3 (const int) 0:28 Branch: Return 0:? Linker Objects 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:? 'gv' (global 4-component vector of float) 0:? 'gfa' (global 3-element array of float) Linked fragment stage: Shader version: 450 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' (layout(location=0 ) 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 Sequence 0:28 move second child to first child (temp int) 0:? 'a' (layout(location=0 ) out int) 0:28 a: direct index for structure (temp int) 0:28 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:28 Constant: 0:28 0 (const int) 0:28 move second child to first child (temp float) 0:? 'b' (layout(location=1 ) out float) 0:28 b: direct index for structure (temp float) 0:28 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:28 Constant: 0:28 1 (const int) 0:28 move second child to first child (temp bool) 0:? 'c' (layout(location=2 ) out bool) 0:28 c: direct index for structure (temp bool) 0:28 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:28 Constant: 0:28 2 (const int) 0:28 move second child to first child (temp 4-component vector of float) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:28 v: direct index for structure (temp 4-component vector of float) 0:28 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:28 Constant: 0:28 3 (const int) 0:28 Branch: Return 0:? Linker Objects 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:? 'gv' (global 4-component vector of float) 0:? 'gfa' (global 3-element array of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 75 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 54 59 65 69 74 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 9 "gv" Name 17 "gfa" Name 21 "outs" MemberName 21(outs) 0 "a" MemberName 21(outs) 1 "b" MemberName 21(outs) 2 "c" MemberName 21(outs) 3 "v" Name 23 "o2" Name 28 "o4" Name 37 "o1" Name 40 "o3" Name 47 "Nest" MemberName 47(Nest) 0 "m" MemberName 47(Nest) 1 "os" MemberName 47(Nest) 2 "b" Name 49 "nest" Name 54 "a" Name 59 "b" Name 65 "c" Name 69 "v" Name 74 "input" Decorate 54(a) Location 0 Decorate 59(b) Location 1 Decorate 65(c) Location 2 Decorate 69(v) Location 3 Decorate 74(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Private 7(fvec4) 9(gv): 8(ptr) Variable Private 10: 6(float) Constant 0 11: 6(float) Constant 1065353216 12: 7(fvec4) ConstantComposite 10 10 11 10 13: TypeInt 32 0 14: 13(int) Constant 3 15: TypeArray 6(float) 14 16: TypePointer Private 15 17(gfa): 16(ptr) Variable Private 18: 15 ConstantComposite 10 10 10 19: TypeInt 32 1 20: TypeBool 21(outs): TypeStruct 19(int) 6(float) 20(bool) 7(fvec4) 22: TypePointer Function 21(outs) 24: 19(int) Constant 3 25: 20(bool) ConstantFalse 26: 7(fvec4) ConstantComposite 10 10 10 10 27: 21(outs) ConstantComposite 24 10 25 26 30: 19(int) Constant 2 31: TypePointer Private 6(float) 35: TypePointer Function 7(fvec4) 38: 19(int) Constant 0 39: 21(outs) ConstantComposite 38 10 25 26 41: TypePointer Function 20(bool) 45: TypeVector 6(float) 3 46: TypeMatrix 45(fvec3) 4 47(Nest): TypeStruct 46 21(outs) 20(bool) 48: TypePointer Function 47(Nest) 50: 45(fvec3) ConstantComposite 10 10 10 51: 46 ConstantComposite 50 50 50 50 52: 47(Nest) ConstantComposite 51 39 25 53: TypePointer Output 19(int) 54(a): 53(ptr) Variable Output 55: TypePointer Function 19(int) 58: TypePointer Output 6(float) 59(b): 58(ptr) Variable Output 60: 19(int) Constant 1 61: TypePointer Function 6(float) 64: TypePointer Output 20(bool) 65(c): 64(ptr) Variable Output 68: TypePointer Output 7(fvec4) 69(v): 68(ptr) Variable Output 73: TypePointer Input 7(fvec4) 74(input): 73(ptr) Variable Input 4(PixelShaderFunction): 2 Function None 3 5: Label 23(o2): 22(ptr) Variable Function 28(o4): 22(ptr) Variable Function 37(o1): 22(ptr) Variable Function 40(o3): 22(ptr) Variable Function 49(nest): 48(ptr) Variable Function Store 9(gv) 12 Store 17(gfa) 18 Store 23(o2) 27 29: 7(fvec4) Load 9(gv) 32: 31(ptr) AccessChain 17(gfa) 30 33: 6(float) Load 32 34: 7(fvec4) VectorTimesScalar 29 33 36: 35(ptr) AccessChain 28(o4) 24 Store 36 34 Store 37(o1) 39 Store 40(o3) 39 Store 28(o4) 39 42: 41(ptr) AccessChain 37(o1) 30 43: 20(bool) Load 42 44: 41(ptr) AccessChain 28(o4) 30 Store 44 43 Store 49(nest) 52 56: 55(ptr) AccessChain 28(o4) 38 57: 19(int) Load 56 Store 54(a) 57 62: 61(ptr) AccessChain 28(o4) 60 63: 6(float) Load 62 Store 59(b) 63 66: 41(ptr) AccessChain 28(o4) 30 67: 20(bool) Load 66 Store 65(c) 67 70: 35(ptr) AccessChain 28(o4) 24 71: 7(fvec4) Load 70 Store 69(v) 71 Return FunctionEnd