hlsl.struct.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:31 Function Parameters: 0:31 'input' (temp 4-component vector of float) 0:? Sequence 0:36 Compare Equal (temp bool) 0:36 's3' (temp structure{temp 3-component vector of bool b3}) 0:36 's3' (temp structure{temp 3-component vector of bool b3}) 0:38 Branch: Return with expression 0:38 'input' (temp 4-component vector of float) 0:? Linker Objects 0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) 0:? 's2' (temp structure{temp 4-component vector of float i}) 0:? 's4' (temp 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, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:39 Function Definition: PixelShaderFunction(vf4; (temp 4-component vector of float) 0:31 Function Parameters: 0:31 'input' (temp 4-component vector of float) 0:? Sequence 0:36 Compare Equal (temp bool) 0:36 's3' (temp structure{temp 3-component vector of bool b3}) 0:36 's3' (temp structure{temp 3-component vector of bool b3}) 0:38 Branch: Return with expression 0:38 'input' (temp 4-component vector of float) 0:? Linker Objects 0:? 's1' (temp structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) 0:? 's2' (temp structure{temp 4-component vector of float i}) 0:? 's4' (temp 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, temp bool ff2, temp bool ff3, temp 4-component vector of float FragCoord ff4}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 33 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" ExecutionMode 4 OriginUpperLeft Source HLSL 450 Name 4 "PixelShaderFunction" Name 8 "FS" MemberName 8(FS) 0 "b3" Name 10 "s3" Name 20 "input" Name 23 "myS" MemberName 23(myS) 0 "b" MemberName 23(myS) 1 "c" MemberName 23(myS) 2 "a" MemberName 23(myS) 3 "d" Name 25 "s1" Name 26 "" MemberName 26 0 "i" Name 28 "s2" Name 30 "" MemberName 30 0 "a" MemberName 30 1 "b" MemberName 30 2 "c" MemberName 30 3 "d" MemberName 30 4 "ff1" MemberName 30 5 "ff2" MemberName 30 6 "ff3" MemberName 30 7 "ff4" Name 32 "s4" MemberDecorate 30 4 BuiltIn FrontFacing MemberDecorate 30 7 BuiltIn FragCoord 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: TypePointer Function 18(fvec4) 23(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4) 24: TypePointer Function 23(myS) 26: TypeStruct 18(fvec4) 27: TypePointer Function 26(struct) 29: TypeVector 17(float) 2 30: TypeStruct 18(fvec4) 6(bool) 17(float) 29(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4) 31: TypePointer Function 30(struct) 4(PixelShaderFunction): 2 Function None 3 5: Label 10(s3): 9(ptr) Variable Function 20(input): 19(ptr) Variable Function 25(s1): 24(ptr) Variable Function 28(s2): 27(ptr) Variable Function 32(s4): 31(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 21: 18(fvec4) Load 20(input) ReturnValue 21 FunctionEnd