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' (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) 0:40 ff4: direct index for structure (temp 4-component vector of float) 0:40 '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}) 0:40 Constant: 0:40 7 (const int) 0:42 Branch: Return with expression 0:42 'input' (in 4-component vector of float) 0:34 Function Definition: PixelShaderFunction( (temp void) 0:34 Function Parameters: 0:? Sequence 0:34 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) 0:34 Sequence 0:34 move second child to first child (temp 4-component vector of float) 0:34 a: direct index for structure (temp 4-component vector of float) 0:? 's' (temp 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}) 0:34 Constant: 0:34 0 (const int) 0:34 a: direct index for structure (smooth temp 4-component vector of float) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 0 (const int) 0:34 move second child to first child (temp bool) 0:34 b: direct index for structure (temp bool) 0:? 's' (temp 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}) 0:34 Constant: 0:34 1 (const int) 0:34 b: direct index for structure (flat temp bool) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 1 (const int) 0:34 move second child to first child (temp 1-component vector of float) 0:34 c: direct index for structure (temp 1-component vector of float) 0:? 's' (temp 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}) 0:34 Constant: 0:34 2 (const int) 0:34 c: direct index for structure (centroid noperspective temp 1-component vector of float) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 2 (const int) 0:34 move second child to first child (temp 2-component vector of float) 0:34 d: direct index for structure (temp 2-component vector of float) 0:? 's' (temp 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}) 0:34 Constant: 0:34 3 (const int) 0:34 d: direct index for structure (centroid sample temp 2-component vector of float) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 3 (const int) 0:34 move second child to first child (temp bool) 0:34 ff1: direct index for structure (temp bool) 0:? 's' (temp 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}) 0:34 Constant: 0:34 4 (const int) 0:? 's_ff1' (in bool Face) 0:34 move second child to first child (temp bool) 0:34 ff2: direct index for structure (temp bool) 0:? 's' (temp 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}) 0:34 Constant: 0:34 5 (const int) 0:34 ff2: direct index for structure (temp bool) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 4 (const int) 0:34 move second child to first child (temp bool) 0:34 ff3: direct index for structure (temp bool) 0:? 's' (temp 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}) 0:34 Constant: 0:34 6 (const int) 0:34 ff3: direct index for structure (temp bool) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 5 (const int) 0:34 move second child to first child (temp 4-component vector of float) 0:34 ff4: direct index for structure (temp 4-component vector of float) 0:? 's' (temp 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}) 0:34 Constant: 0:34 7 (const int) 0:34 ff4: direct index for structure (temp 4-component vector of float) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 6 (const int) 0:34 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:34 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) 0:? 'input' (temp 4-component vector of float) 0:? 's' (temp 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:? 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:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? 'anon@0' (layout(row_major std140 ) 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:? 's_ff1' (in bool Face) 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' (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) 0:40 ff4: direct index for structure (temp 4-component vector of float) 0:40 '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}) 0:40 Constant: 0:40 7 (const int) 0:42 Branch: Return with expression 0:42 'input' (in 4-component vector of float) 0:34 Function Definition: PixelShaderFunction( (temp void) 0:34 Function Parameters: 0:? Sequence 0:34 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) 0:34 Sequence 0:34 move second child to first child (temp 4-component vector of float) 0:34 a: direct index for structure (temp 4-component vector of float) 0:? 's' (temp 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}) 0:34 Constant: 0:34 0 (const int) 0:34 a: direct index for structure (smooth temp 4-component vector of float) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 0 (const int) 0:34 move second child to first child (temp bool) 0:34 b: direct index for structure (temp bool) 0:? 's' (temp 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}) 0:34 Constant: 0:34 1 (const int) 0:34 b: direct index for structure (flat temp bool) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 1 (const int) 0:34 move second child to first child (temp 1-component vector of float) 0:34 c: direct index for structure (temp 1-component vector of float) 0:? 's' (temp 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}) 0:34 Constant: 0:34 2 (const int) 0:34 c: direct index for structure (centroid noperspective temp 1-component vector of float) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 2 (const int) 0:34 move second child to first child (temp 2-component vector of float) 0:34 d: direct index for structure (temp 2-component vector of float) 0:? 's' (temp 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}) 0:34 Constant: 0:34 3 (const int) 0:34 d: direct index for structure (centroid sample temp 2-component vector of float) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 3 (const int) 0:34 move second child to first child (temp bool) 0:34 ff1: direct index for structure (temp bool) 0:? 's' (temp 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}) 0:34 Constant: 0:34 4 (const int) 0:? 's_ff1' (in bool Face) 0:34 move second child to first child (temp bool) 0:34 ff2: direct index for structure (temp bool) 0:? 's' (temp 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}) 0:34 Constant: 0:34 5 (const int) 0:34 ff2: direct index for structure (temp bool) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 4 (const int) 0:34 move second child to first child (temp bool) 0:34 ff3: direct index for structure (temp bool) 0:? 's' (temp 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}) 0:34 Constant: 0:34 6 (const int) 0:34 ff3: direct index for structure (temp bool) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 5 (const int) 0:34 move second child to first child (temp 4-component vector of float) 0:34 ff4: direct index for structure (temp 4-component vector of float) 0:? 's' (temp 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}) 0:34 Constant: 0:34 7 (const int) 0:34 ff4: direct index for structure (temp 4-component vector of float) 0:34 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:34 Constant: 0:34 6 (const int) 0:34 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:34 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (temp 4-component vector of float) 0:? 'input' (temp 4-component vector of float) 0:? 's' (temp 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:? 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:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 's' (layout(location=1 ) in structure{smooth temp 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 ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? 'anon@0' (layout(row_major std140 ) 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:? 's_ff1' (in bool Face) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 97 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 43 48 71 86 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 11 "IN_S" MemberName 11(IN_S) 0 "a" MemberName 11(IN_S) 1 "b" MemberName 11(IN_S) 2 "c" MemberName 11(IN_S) 3 "d" MemberName 11(IN_S) 4 "ff1" MemberName 11(IN_S) 5 "ff2" MemberName 11(IN_S) 6 "ff3" MemberName 11(IN_S) 7 "ff4" Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;" Name 14 "input" Name 15 "s" Name 19 "FS" MemberName 19(FS) 0 "b3" Name 21 "s3" Name 28 "" MemberName 28 0 "i" Name 30 "s2" Name 41 "input" Name 43 "input" Name 45 "s" Name 46 "IN_S" MemberName 46(IN_S) 0 "a" MemberName 46(IN_S) 1 "b" MemberName 46(IN_S) 2 "c" MemberName 46(IN_S) 3 "d" MemberName 46(IN_S) 4 "ff2" MemberName 46(IN_S) 5 "ff3" MemberName 46(IN_S) 6 "ff4" Name 48 "s" Name 71 "s_ff1" Name 86 "@entryPointOutput" Name 87 "param" Name 89 "param" Name 93 "myS" MemberName 93(myS) 0 "b" MemberName 93(myS) 1 "c" MemberName 93(myS) 2 "a" MemberName 93(myS) 3 "d" Name 94 "$Global" MemberName 94($Global) 0 "s1" MemberName 94($Global) 1 "ff5" MemberName 94($Global) 2 "ff6" Name 96 "" Decorate 43(input) Location 0 MemberDecorate 46(IN_S) 1 Flat MemberDecorate 46(IN_S) 2 NoPerspective MemberDecorate 46(IN_S) 2 Centroid MemberDecorate 46(IN_S) 3 Centroid Decorate 48(s) Location 1 Decorate 71(s_ff1) BuiltIn FrontFacing Decorate 86(@entryPointOutput) Location 0 MemberDecorate 93(myS) 0 Offset 0 MemberDecorate 93(myS) 1 Offset 4 MemberDecorate 93(myS) 2 Offset 16 MemberDecorate 93(myS) 3 Offset 32 MemberDecorate 94($Global) 0 Offset 0 MemberDecorate 94($Global) 1 Offset 1620 MemberDecorate 94($Global) 2 Offset 1636 Decorate 94($Global) Block Decorate 96 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeBool 10: TypeVector 6(float) 2 11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4) 12: TypePointer Function 11(IN_S) 13: TypeFunction 7(fvec4) 8(ptr) 12(ptr) 18: TypeVector 9(bool) 3 19(FS): TypeStruct 18(bvec3) 20: TypePointer Function 19(FS) 28: TypeStruct 7(fvec4) 29: TypePointer Private 28(struct) 30(s2): 29(ptr) Variable Private 31: TypeInt 32 1 32: 31(int) Constant 0 33: 31(int) Constant 7 36: TypePointer Private 7(fvec4) 42: TypePointer Input 7(fvec4) 43(input): 42(ptr) Variable Input 46(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 7(fvec4) 47: TypePointer Input 46(IN_S) 48(s): 47(ptr) Variable Input 52: 31(int) Constant 1 53: TypePointer Input 9(bool) 56: TypePointer Function 9(bool) 58: 31(int) Constant 2 59: TypePointer Input 6(float) 62: TypePointer Function 6(float) 64: 31(int) Constant 3 65: TypePointer Input 10(fvec2) 68: TypePointer Function 10(fvec2) 70: 31(int) Constant 4 71(s_ff1): 53(ptr) Variable Input 74: 31(int) Constant 5 78: 31(int) Constant 6 85: TypePointer Output 7(fvec4) 86(@entryPointOutput): 85(ptr) Variable Output 92: TypeInt 32 0 93(myS): TypeStruct 92(int) 92(int) 7(fvec4) 7(fvec4) 94($Global): TypeStruct 93(myS) 6(float) 6(float) 95: TypePointer Uniform 94($Global) 96: 95(ptr) Variable Uniform 4(PixelShaderFunction): 2 Function None 3 5: Label 41(input): 8(ptr) Variable Function 45(s): 12(ptr) Variable Function 87(param): 8(ptr) Variable Function 89(param): 12(ptr) Variable Function 44: 7(fvec4) Load 43(input) Store 41(input) 44 49: 42(ptr) AccessChain 48(s) 32 50: 7(fvec4) Load 49 51: 8(ptr) AccessChain 45(s) 32 Store 51 50 54: 53(ptr) AccessChain 48(s) 52 55: 9(bool) Load 54 57: 56(ptr) AccessChain 45(s) 52 Store 57 55 60: 59(ptr) AccessChain 48(s) 58 61: 6(float) Load 60 63: 62(ptr) AccessChain 45(s) 58 Store 63 61 66: 65(ptr) AccessChain 48(s) 64 67: 10(fvec2) Load 66 69: 68(ptr) AccessChain 45(s) 64 Store 69 67 72: 9(bool) Load 71(s_ff1) 73: 56(ptr) AccessChain 45(s) 70 Store 73 72 75: 53(ptr) AccessChain 48(s) 70 76: 9(bool) Load 75 77: 56(ptr) AccessChain 45(s) 74 Store 77 76 79: 53(ptr) AccessChain 48(s) 74 80: 9(bool) Load 79 81: 56(ptr) AccessChain 45(s) 78 Store 81 80 82: 42(ptr) AccessChain 48(s) 78 83: 7(fvec4) Load 82 84: 8(ptr) AccessChain 45(s) 33 Store 84 83 88: 7(fvec4) Load 41(input) Store 87(param) 88 90: 11(IN_S) Load 45(s) Store 89(param) 90 91: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 87(param) 89(param) Store 86(@entryPointOutput) 91 Return FunctionEnd 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13 14(input): 8(ptr) FunctionParameter 15(s): 12(ptr) FunctionParameter 17: Label 21(s3): 20(ptr) Variable Function 22: 19(FS) Load 21(s3) 23: 19(FS) Load 21(s3) 24: 18(bvec3) CompositeExtract 22 0 25: 18(bvec3) CompositeExtract 23 0 26: 18(bvec3) LogicalEqual 24 25 27: 9(bool) All 26 34: 8(ptr) AccessChain 15(s) 33 35: 7(fvec4) Load 34 37: 36(ptr) AccessChain 30(s2) 32 Store 37 35 38: 7(fvec4) Load 14(input) ReturnValue 38 FunctionEnd