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 Convert int to bool ( temp bool) 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 Convert int to bool ( temp bool) 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 Convert int to bool ( temp bool) 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 Convert int to bool ( temp bool) 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 102 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 95 98 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 64 "f" Name 93 "input" Name 95 "input" Name 98 "@entryPointOutput" Name 99 "param" Decorate 95(input) Location 0 Decorate 98(@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 45: TypeBool 46: TypeInt 32 0 47: 46(int) Constant 0 53: 13(int) Constant 10 62: 13(int) Constant 11 66: TypePointer Function 6(float) 69: 46(int) Constant 1 94: TypePointer Input 7(fvec4) 95(input): 94(ptr) Variable Input 97: TypePointer Output 7(fvec4) 98(@entryPointOutput): 97(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 93(input): 8(ptr) Variable Function 99(param): 8(ptr) Variable Function 96: 7(fvec4) Load 95(input) Store 93(input) 96 100: 7(fvec4) Load 93(input) Store 99(param) 100 101: 7(fvec4) FunctionCall 11(@PixelShaderFunction(vf4;) 99(param) Store 98(@entryPointOutput) 101 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 55: 14(ptr) Variable Function 64(f): 8(ptr) Variable Function 65: 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) 48: 45(bool) INotEqual 44 47 SelectionMerge 50 None BranchConditional 48 49 52 49: Label 51: 13(int) Load 21(d) Store 19(c) 51 Store 43 51 Branch 50 52: Label Store 43 53 Branch 50 50: Label 54: 13(int) Load 43 Store 15(a) 54 Store 42(e) 54 56: 13(int) Load 15(a) 57: 45(bool) INotEqual 56 47 SelectionMerge 59 None BranchConditional 57 58 61 58: Label 60: 13(int) Load 19(c) Store 21(d) 60 Store 55 60 Branch 59 61: Label Store 55 62 Branch 59 59: Label 63: 13(int) Load 55 Store 17(b) 63 67: 66(ptr) AccessChain 22(ret) 47 68: 6(float) Load 67 70: 66(ptr) AccessChain 10(input) 69 71: 6(float) Load 70 72: 45(bool) FOrdLessThan 68 71 SelectionMerge 74 None BranchConditional 72 73 79 73: Label 75: 13(int) Load 19(c) 76: 6(float) ConvertSToF 75 77: 7(fvec4) Load 10(input) 78: 7(fvec4) VectorTimesScalar 77 76 Store 65 78 Branch 74 79: Label 80: 13(int) Load 21(d) 81: 6(float) ConvertSToF 80 82: 7(fvec4) Load 10(input) 83: 7(fvec4) VectorTimesScalar 82 81 Store 65 83 Branch 74 74: Label 84: 7(fvec4) Load 65 Store 64(f) 84 85: 13(int) Load 42(e) 86: 6(float) ConvertSToF 85 87: 7(fvec4) Load 22(ret) 88: 7(fvec4) VectorTimesScalar 87 86 89: 7(fvec4) Load 64(f) 90: 7(fvec4) FAdd 88 89 ReturnValue 90 FunctionEnd