hlsl.conditional.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp int) 0:3 'a' (temp int) 0:3 Constant: 0:3 5 (const int) 0:4 Sequence 0:4 move second child to first child (temp int) 0:4 'b' (temp int) 0:4 Constant: 0:4 6 (const int) 0:5 Sequence 0:5 move second child to first child (temp int) 0:5 'c' (temp int) 0:5 Constant: 0:5 7 (const int) 0:6 Sequence 0:6 move second child to first child (temp int) 0:6 'd' (temp int) 0:6 Constant: 0:6 7 (const int) 0:7 Sequence 0:7 move second child to first child (temp 4-component vector of float) 0:7 'ret' (temp 4-component vector of float) 0:9 add (temp 4-component vector of float) 0:8 add (temp 4-component vector of float) 0:7 add (temp 4-component vector of float) 0:7 vector-scale (temp 4-component vector of float) 0:7 Convert int to float (temp float) 0:7 'a' (temp int) 0:7 'input' (in 4-component vector of float) 0:8 vector-scale (temp 4-component vector of float) 0:8 Convert int to float (temp float) 0:8 'b' (temp int) 0:8 'input' (in 4-component vector of float) 0:9 vector-scale (temp 4-component vector of float) 0:9 Convert int to float (temp float) 0:9 'c' (temp int) 0:9 'input' (in 4-component vector of float) 0:10 vector-scale (temp 4-component vector of float) 0:10 Convert int to float (temp float) 0:10 'd' (temp int) 0:10 'input' (in 4-component vector of float) 0:12 Comma (temp int) 0:12 move second child to first child (temp int) 0:12 'e' (temp int) 0:12 move second child to first child (temp int) 0:12 'a' (temp int) 0:12 Test condition and select (temp int) 0:12 Condition 0:12 'b' (temp int) 0:12 true case 0:12 move second child to first child (temp int) 0:12 'c' (temp int) 0:12 'd' (temp int) 0:12 false case 0:12 Constant: 0:12 10 (const int) 0:12 move second child to first child (temp int) 0:12 'b' (temp int) 0:12 Test condition and select (temp int) 0:12 Condition 0:12 'a' (temp int) 0:12 true case 0:12 move second child to first child (temp int) 0:12 'd' (temp int) 0:12 'c' (temp int) 0:12 false case 0:12 Constant: 0:12 11 (const int) 0:14 move second child to first child (temp 4-component vector of float) 0:14 'f' (temp 4-component vector of float) 0:14 Test condition and select (temp 4-component vector of float) 0:14 Condition 0:14 Compare Less Than (temp bool) 0:14 direct index (temp float) 0:14 'ret' (temp 4-component vector of float) 0:14 Constant: 0:14 0 (const int) 0:14 direct index (temp float) 0:14 'input' (in 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 true case 0:14 vector-scale (temp 4-component vector of float) 0:14 Convert int to float (temp float) 0:14 'c' (temp int) 0:14 'input' (in 4-component vector of float) 0:14 false case 0:14 vector-scale (temp 4-component vector of float) 0:14 Convert int to float (temp float) 0:14 'd' (temp int) 0:14 'input' (in 4-component vector of float) 0:15 Branch: Return with expression 0:15 add (temp 4-component vector of float) 0:15 vector-scale (temp 4-component vector of float) 0:15 Convert int to float (temp float) 0:15 'e' (temp int) 0:15 'ret' (temp 4-component vector of float) 0:15 'f' (temp 4-component vector of float) 0:2 Function Definition: PixelShaderFunction( (temp void) 0:2 Function Parameters: 0:? Sequence 0:2 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) 0:2 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) 0:? 'input' (temp 4-component vector of float) 0:? Linker Objects 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: 450 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' (in 4-component vector of float) 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp int) 0:3 'a' (temp int) 0:3 Constant: 0:3 5 (const int) 0:4 Sequence 0:4 move second child to first child (temp int) 0:4 'b' (temp int) 0:4 Constant: 0:4 6 (const int) 0:5 Sequence 0:5 move second child to first child (temp int) 0:5 'c' (temp int) 0:5 Constant: 0:5 7 (const int) 0:6 Sequence 0:6 move second child to first child (temp int) 0:6 'd' (temp int) 0:6 Constant: 0:6 7 (const int) 0:7 Sequence 0:7 move second child to first child (temp 4-component vector of float) 0:7 'ret' (temp 4-component vector of float) 0:9 add (temp 4-component vector of float) 0:8 add (temp 4-component vector of float) 0:7 add (temp 4-component vector of float) 0:7 vector-scale (temp 4-component vector of float) 0:7 Convert int to float (temp float) 0:7 'a' (temp int) 0:7 'input' (in 4-component vector of float) 0:8 vector-scale (temp 4-component vector of float) 0:8 Convert int to float (temp float) 0:8 'b' (temp int) 0:8 'input' (in 4-component vector of float) 0:9 vector-scale (temp 4-component vector of float) 0:9 Convert int to float (temp float) 0:9 'c' (temp int) 0:9 'input' (in 4-component vector of float) 0:10 vector-scale (temp 4-component vector of float) 0:10 Convert int to float (temp float) 0:10 'd' (temp int) 0:10 'input' (in 4-component vector of float) 0:12 Comma (temp int) 0:12 move second child to first child (temp int) 0:12 'e' (temp int) 0:12 move second child to first child (temp int) 0:12 'a' (temp int) 0:12 Test condition and select (temp int) 0:12 Condition 0:12 'b' (temp int) 0:12 true case 0:12 move second child to first child (temp int) 0:12 'c' (temp int) 0:12 'd' (temp int) 0:12 false case 0:12 Constant: 0:12 10 (const int) 0:12 move second child to first child (temp int) 0:12 'b' (temp int) 0:12 Test condition and select (temp int) 0:12 Condition 0:12 'a' (temp int) 0:12 true case 0:12 move second child to first child (temp int) 0:12 'd' (temp int) 0:12 'c' (temp int) 0:12 false case 0:12 Constant: 0:12 11 (const int) 0:14 move second child to first child (temp 4-component vector of float) 0:14 'f' (temp 4-component vector of float) 0:14 Test condition and select (temp 4-component vector of float) 0:14 Condition 0:14 Compare Less Than (temp bool) 0:14 direct index (temp float) 0:14 'ret' (temp 4-component vector of float) 0:14 Constant: 0:14 0 (const int) 0:14 direct index (temp float) 0:14 'input' (in 4-component vector of float) 0:14 Constant: 0:14 1 (const int) 0:14 true case 0:14 vector-scale (temp 4-component vector of float) 0:14 Convert int to float (temp float) 0:14 'c' (temp int) 0:14 'input' (in 4-component vector of float) 0:14 false case 0:14 vector-scale (temp 4-component vector of float) 0:14 Convert int to float (temp float) 0:14 'd' (temp int) 0:14 'input' (in 4-component vector of float) 0:15 Branch: Return with expression 0:15 add (temp 4-component vector of float) 0:15 vector-scale (temp 4-component vector of float) 0:15 Convert int to float (temp float) 0:15 'e' (temp int) 0:15 'ret' (temp 4-component vector of float) 0:15 'f' (temp 4-component vector of float) 0:2 Function Definition: PixelShaderFunction( (temp void) 0:2 Function Parameters: 0:? Sequence 0:2 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) 0:2 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float) 0:? 'input' (temp 4-component vector of float) 0:? Linker Objects 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 100 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 93 96 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 11 "@PixelShaderFunction(vf4;" Name 10 "input" Name 15 "a" Name 17 "b" Name 19 "c" Name 21 "d" Name 22 "ret" Name 42 "e" Name 59 "f" Name 91 "input" Name 93 "input" Name 96 "@entryPointOutput" Name 97 "param" Decorate 93(input) Location 0 Decorate 96(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeFunction 7(fvec4) 8(ptr) 13: TypeInt 32 1 14: TypePointer Function 13(int) 16: 13(int) Constant 5 18: 13(int) Constant 6 20: 13(int) Constant 7 49: 13(int) Constant 10 57: 13(int) Constant 11 61: TypeInt 32 0 62: 61(int) Constant 0 63: TypePointer Function 6(float) 66: 61(int) Constant 1 69: TypeBool 92: TypePointer Input 7(fvec4) 93(input): 92(ptr) Variable Input 95: TypePointer Output 7(fvec4) 96(@entryPointOutput): 95(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 91(input): 8(ptr) Variable Function 97(param): 8(ptr) Variable Function 94: 7(fvec4) Load 93(input) Store 91(input) 94 98: 7(fvec4) Load 91(input) Store 97(param) 98 99: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 97(param) Store 96(@entryPointOutput) 99 Return FunctionEnd 11(@PixelShaderFunction(vf4;): 7(fvec4) Function None 9 10(input): 8(ptr) FunctionParameter 12: Label 15(a): 14(ptr) Variable Function 17(b): 14(ptr) Variable Function 19(c): 14(ptr) Variable Function 21(d): 14(ptr) Variable Function 22(ret): 8(ptr) Variable Function 42(e): 14(ptr) Variable Function 43: 14(ptr) Variable Function 51: 14(ptr) Variable Function 59(f): 8(ptr) Variable Function 60: 8(ptr) Variable Function Store 15(a) 16 Store 17(b) 18 Store 19(c) 20 Store 21(d) 20 23: 13(int) Load 15(a) 24: 6(float) ConvertSToF 23 25: 7(fvec4) Load 10(input) 26: 7(fvec4) VectorTimesScalar 25 24 27: 13(int) Load 17(b) 28: 6(float) ConvertSToF 27 29: 7(fvec4) Load 10(input) 30: 7(fvec4) VectorTimesScalar 29 28 31: 7(fvec4) FAdd 26 30 32: 13(int) Load 19(c) 33: 6(float) ConvertSToF 32 34: 7(fvec4) Load 10(input) 35: 7(fvec4) VectorTimesScalar 34 33 36: 7(fvec4) FAdd 31 35 37: 13(int) Load 21(d) 38: 6(float) ConvertSToF 37 39: 7(fvec4) Load 10(input) 40: 7(fvec4) VectorTimesScalar 39 38 41: 7(fvec4) FAdd 36 40 Store 22(ret) 41 44: 13(int) Load 17(b) SelectionMerge 46 None BranchConditional 44 45 48 45: Label 47: 13(int) Load 21(d) Store 19(c) 47 Store 43 47 Branch 46 48: Label Store 43 49 Branch 46 46: Label 50: 13(int) Load 43 Store 15(a) 50 Store 42(e) 50 52: 13(int) Load 15(a) SelectionMerge 54 None BranchConditional 52 53 56 53: Label 55: 13(int) Load 19(c) Store 21(d) 55 Store 51 55 Branch 54 56: Label Store 51 57 Branch 54 54: Label 58: 13(int) Load 51 Store 17(b) 58 64: 63(ptr) AccessChain 22(ret) 62 65: 6(float) Load 64 67: 63(ptr) AccessChain 10(input) 66 68: 6(float) Load 67 70: 69(bool) FOrdLessThan 65 68 SelectionMerge 72 None BranchConditional 70 71 77 71: Label 73: 13(int) Load 19(c) 74: 6(float) ConvertSToF 73 75: 7(fvec4) Load 10(input) 76: 7(fvec4) VectorTimesScalar 75 74 Store 60 76 Branch 72 77: Label 78: 13(int) Load 21(d) 79: 6(float) ConvertSToF 78 80: 7(fvec4) Load 10(input) 81: 7(fvec4) VectorTimesScalar 80 79 Store 60 81 Branch 72 72: Label 82: 7(fvec4) Load 60 Store 59(f) 82 83: 13(int) Load 42(e) 84: 6(float) ConvertSToF 83 85: 7(fvec4) Load 22(ret) 86: 7(fvec4) VectorTimesScalar 85 84 87: 7(fvec4) Load 59(f) 88: 7(fvec4) FAdd 86 87 ReturnValue 88 FunctionEnd