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 0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) 0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 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:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) 0:42 Sequence 0:42 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:42 'input' (layout(location=0 ) in 4-component vector of float) 0:42 Branch: Return 0:? Linker Objects 0:? 's2' (global structure{temp 4-component vector of float i}) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'a' (layout(location=1 ) smooth in 4-component vector of float) 0:? 'b' (layout(location=2 ) flat in bool) 0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float) 0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float) 0:? 'ff1' (in bool Face) 0:? 'ff2' (layout(location=5 offset=4 ) in bool) 0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool) 0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) 0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 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:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) 0:42 Sequence 0:42 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:42 'input' (layout(location=0 ) in 4-component vector of float) 0:42 Branch: Return 0:? Linker Objects 0:? 's2' (global structure{temp 4-component vector of float i}) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'anon@0' (uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6}) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'a' (layout(location=1 ) smooth in 4-component vector of float) 0:? 'b' (layout(location=2 ) flat in bool) 0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float) 0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float) 0:? 'ff1' (in bool Face) 0:? 'ff2' (layout(location=5 offset=4 ) in bool) 0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool) 0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 49 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 38 40 42 45 46 47 48 ExecutionMode 4 OriginUpperLeft 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 "ff4" Name 30 "@entryPointOutput" Name 31 "input" Name 34 "myS" MemberName 34(myS) 0 "b" MemberName 34(myS) 1 "c" MemberName 34(myS) 2 "a" MemberName 34(myS) 3 "d" Name 35 "$Global" MemberName 35($Global) 0 "s1" MemberName 35($Global) 1 "ff5" MemberName 35($Global) 2 "ff6" Name 37 "" Name 38 "a" Name 40 "b" Name 42 "c" Name 45 "d" Name 46 "ff1" Name 47 "ff2" Name 48 "ff3" Decorate 25(ff4) Offset 4 Decorate 25(ff4) Location 7 Decorate 25(ff4) Binding 0 Decorate 30(@entryPointOutput) Location 0 Decorate 31(input) Location 0 Decorate 35($Global) Block Decorate 37 DescriptorSet 0 Decorate 38(a) Location 1 Decorate 40(b) Flat Decorate 40(b) Location 2 Decorate 42(c) NoPerspective Decorate 42(c) Centroid Decorate 42(c) Location 3 Decorate 45(d) Centroid Decorate 45(d) Location 4 Decorate 46(ff1) BuiltIn FrontFacing Decorate 47(ff2) Offset 4 Decorate 47(ff2) Location 5 Decorate 48(ff3) Offset 4 Decorate 48(ff3) Location 6 Decorate 48(ff3) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeBool 7: TypeVector 6(bool) 3 8(FS): TypeStruct 7(bvec3) 9: TypePointer Function 8(FS) 17: TypeFloat 32 18: TypeVector 17(float) 4 19: TypeStruct 18(fvec4) 20: TypePointer Private 19(struct) 21(s2): 20(ptr) Variable Private 22: TypeInt 32 1 23: 22(int) Constant 0 24: TypePointer Input 18(fvec4) 25(ff4): 24(ptr) Variable Input 27: TypePointer Private 18(fvec4) 29: TypePointer Output 18(fvec4) 30(@entryPointOutput): 29(ptr) Variable Output 31(input): 24(ptr) Variable Input 34(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4) 35($Global): TypeStruct 34(myS) 17(float) 17(float) 36: TypePointer Uniform 35($Global) 37: 36(ptr) Variable Uniform 38(a): 24(ptr) Variable Input 39: TypePointer Input 6(bool) 40(b): 39(ptr) Variable Input 41: TypePointer Input 17(float) 42(c): 41(ptr) Variable Input 43: TypeVector 17(float) 2 44: TypePointer Input 43(fvec2) 45(d): 44(ptr) Variable Input 46(ff1): 39(ptr) Variable Input 47(ff2): 39(ptr) Variable Input 48(ff3): 39(ptr) Variable Input 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 26: 18(fvec4) Load 25(ff4) 28: 27(ptr) AccessChain 21(s2) 23 Store 28 26 32: 18(fvec4) Load 31(input) Store 30(@entryPointOutput) 32 Return FunctionEnd