hlsl.struct.frag WARNING: 0:26: 'register' : ignoring shader_profile WARNING: 0:27: 'register' : ignoring shader_profile WARNING: 0:30: 'register' : ignoring shader_profile Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (in 4-component vector of float) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:40 move second child to first child (temp 4-component vector of float) 0:40 i: direct index for structure (temp 4-component vector of float) 0:40 's2' (global structure{temp 4-component vector of float i}) 0:40 Constant: 0:40 0 (const int) 0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord) 0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) 0:40 Constant: 0:40 7 (const int) 0:42 Branch: Return with expression 0:42 'input' (in 4-component vector of float) 0:? Linker Objects 0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) 0:? 's2' (global structure{temp 4-component vector of float i}) 0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) 0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) 0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (in 4-component vector of float) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:40 move second child to first child (temp 4-component vector of float) 0:40 i: direct index for structure (temp 4-component vector of float) 0:40 's2' (global structure{temp 4-component vector of float i}) 0:40 Constant: 0:40 0 (const int) 0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord) 0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) 0:40 Constant: 0:40 7 (const int) 0:42 Branch: Return with expression 0:42 'input' (in 4-component vector of float) 0:? Linker Objects 0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) 0:? 's2' (global structure{temp 4-component vector of float i}) 0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) 0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) 0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 44 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 34 ExecutionMode 4 OriginUpperLeft Source HLSL 450 Name 4 "PixelShaderFunction" Name 8 "FS" MemberName 8(FS) 0 "b3" Name 10 "s3" Name 19 "" MemberName 19 0 "i" Name 21 "s2" Name 25 "" MemberName 25 0 "a" MemberName 25 1 "b" MemberName 25 2 "c" MemberName 25 3 "d" MemberName 25 4 "ff1" MemberName 25 5 "ff2" MemberName 25 6 "ff3" MemberName 25 7 "ff4" Name 27 "s4" Name 34 "input" Name 37 "myS" MemberName 37(myS) 0 "b" MemberName 37(myS) 1 "c" MemberName 37(myS) 2 "a" MemberName 37(myS) 3 "d" Name 39 "s1" Name 42 "ff5" Name 43 "ff6" MemberDecorate 25 4 BuiltIn FrontFacing MemberDecorate 25 7 BuiltIn FragCoord Decorate 42(ff5) Offset 20 Decorate 42(ff5) Binding 5 Decorate 43(ff6) Offset 36 Decorate 43(ff6) Binding 8 2: TypeVoid 3: TypeFunction 2 6: TypeBool 7: TypeVector 6(bool) 3 8(FS): TypeStruct 7(bvec3) 9: TypePointer Function 8(FS) 17: TypeFloat 32 18: TypeVector 17(float) 4 19: TypeStruct 18(fvec4) 20: TypePointer Private 19(struct) 21(s2): 20(ptr) Variable Private 22: TypeInt 32 1 23: 22(int) Constant 0 24: TypeVector 17(float) 2 25: TypeStruct 18(fvec4) 6(bool) 17(float) 24(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4) 26: TypePointer Private 25(struct) 27(s4): 26(ptr) Variable Private 28: 22(int) Constant 7 29: TypePointer Private 18(fvec4) 33: TypePointer Input 18(fvec4) 34(input): 33(ptr) Variable Input 37(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4) 38: TypePointer Private 37(myS) 39(s1): 38(ptr) Variable Private 40: TypeVector 17(float) 3 41: TypePointer Private 40(fvec3) 42(ff5): 41(ptr) Variable Private 43(ff6): 41(ptr) Variable Private 4(PixelShaderFunction): 2 Function None 3 5: Label 10(s3): 9(ptr) Variable Function 11: 8(FS) Load 10(s3) 12: 8(FS) Load 10(s3) 13: 7(bvec3) CompositeExtract 11 0 14: 7(bvec3) CompositeExtract 12 0 15: 7(bvec3) LogicalEqual 13 14 16: 6(bool) All 15 30: 29(ptr) AccessChain 27(s4) 28 31: 18(fvec4) Load 30 32: 29(ptr) AccessChain 21(s2) 23 Store 32 31 35: 18(fvec4) Load 34(input) ReturnValue 35 FunctionEnd