hlsl.partialInit.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence 0:8 move second child to first child (temp 4-component vector of float) 0:8 'gv' (global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence 0:9 move second child to first child (temp 3-element array of float) 0:9 'gfa' (global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:12 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:12 Function Parameters: 0:12 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:13 Sequence 0:13 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:13 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:13 Constant: 0:13 3 (const int) 0:13 0.000000 0:13 false (const bool) 0:13 0.000000 0:13 0.000000 0:13 0.000000 0:13 0.000000 0:15 move second child to first child (temp 4-component vector of float) 0:15 v: direct index for structure (temp 4-component vector of float) 0:15 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:15 Constant: 0:15 3 (const int) 0:15 vector-scale (temp 4-component vector of float) 0:15 'gv' (global 4-component vector of float) 0:15 direct index (temp float) 0:15 'gfa' (global 3-element array of float) 0:15 Constant: 0:15 2 (const int) 0:16 Sequence 0:16 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:16 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:16 Constant: 0:16 0 (const int) 0:16 0.000000 0:16 false (const bool) 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:19 move second child to first child (temp bool) 0:19 c: direct index for structure (temp bool) 0:19 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 2 (const int) 0:19 c: direct index for structure (temp bool) 0:19 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 2 (const int) 0:21 Sequence 0:21 Sequence 0:21 move second child to first child (temp int) 0:? 'a' (layout(location=0 ) out int) 0:21 a: direct index for structure (temp int) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 0 (const int) 0:21 move second child to first child (temp float) 0:? 'b' (layout(location=1 ) out float) 0:21 b: direct index for structure (temp float) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 1 (const int) 0:21 move second child to first child (temp bool) 0:? 'c' (layout(location=2 ) out bool) 0:21 c: direct index for structure (temp bool) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 2 (const int) 0:21 move second child to first child (temp 4-component vector of float) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:21 v: direct index for structure (temp 4-component vector of float) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) 0:21 Branch: Return 0:? Linker Objects 0:? 'a' (layout(location=0 ) out int) 0:? 'b' (layout(location=1 ) out float) 0:? 'c' (layout(location=2 ) out bool) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'gv' (global 4-component vector of float) 0:? 'gfa' (global 3-element array of float) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence 0:8 move second child to first child (temp 4-component vector of float) 0:8 'gv' (global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence 0:9 move second child to first child (temp 3-element array of float) 0:9 'gfa' (global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:12 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:12 Function Parameters: 0:12 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:13 Sequence 0:13 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:13 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:13 Constant: 0:13 3 (const int) 0:13 0.000000 0:13 false (const bool) 0:13 0.000000 0:13 0.000000 0:13 0.000000 0:13 0.000000 0:15 move second child to first child (temp 4-component vector of float) 0:15 v: direct index for structure (temp 4-component vector of float) 0:15 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:15 Constant: 0:15 3 (const int) 0:15 vector-scale (temp 4-component vector of float) 0:15 'gv' (global 4-component vector of float) 0:15 direct index (temp float) 0:15 'gfa' (global 3-element array of float) 0:15 Constant: 0:15 2 (const int) 0:16 Sequence 0:16 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:16 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:16 Constant: 0:16 0 (const int) 0:16 0.000000 0:16 false (const bool) 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:16 0.000000 0:19 move second child to first child (temp bool) 0:19 c: direct index for structure (temp bool) 0:19 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 2 (const int) 0:19 c: direct index for structure (temp bool) 0:19 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 2 (const int) 0:21 Sequence 0:21 Sequence 0:21 move second child to first child (temp int) 0:? 'a' (layout(location=0 ) out int) 0:21 a: direct index for structure (temp int) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 0 (const int) 0:21 move second child to first child (temp float) 0:? 'b' (layout(location=1 ) out float) 0:21 b: direct index for structure (temp float) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 1 (const int) 0:21 move second child to first child (temp bool) 0:? 'c' (layout(location=2 ) out bool) 0:21 c: direct index for structure (temp bool) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 2 (const int) 0:21 move second child to first child (temp 4-component vector of float) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:21 v: direct index for structure (temp 4-component vector of float) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) 0:21 Branch: Return 0:? Linker Objects 0:? 'a' (layout(location=0 ) out int) 0:? 'b' (layout(location=1 ) out float) 0:? 'c' (layout(location=2 ) out bool) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'gv' (global 4-component vector of float) 0:? 'gfa' (global 3-element array of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 66 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 45 50 56 60 65 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 9 "gv" Name 17 "gfa" Name 21 "outs" MemberName 21(outs) 0 "a" MemberName 21(outs) 1 "b" MemberName 21(outs) 2 "c" MemberName 21(outs) 3 "v" Name 23 "o2" Name 28 "o4" Name 37 "o1" Name 45 "a" Name 50 "b" Name 56 "c" Name 60 "v" Name 65 "input" Decorate 45(a) Location 0 Decorate 50(b) Location 1 Decorate 56(c) Location 2 Decorate 60(v) Location 3 Decorate 65(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Private 7(fvec4) 9(gv): 8(ptr) Variable Private 10: 6(float) Constant 0 11: 6(float) Constant 1065353216 12: 7(fvec4) ConstantComposite 10 10 11 10 13: TypeInt 32 0 14: 13(int) Constant 3 15: TypeArray 6(float) 14 16: TypePointer Private 15 17(gfa): 16(ptr) Variable Private 18: 15 ConstantComposite 10 10 10 19: TypeInt 32 1 20: TypeBool 21(outs): TypeStruct 19(int) 6(float) 20(bool) 7(fvec4) 22: TypePointer Function 21(outs) 24: 19(int) Constant 3 25: 20(bool) ConstantFalse 26: 7(fvec4) ConstantComposite 10 10 10 10 27: 21(outs) ConstantComposite 24 10 25 26 30: 19(int) Constant 2 31: TypePointer Private 6(float) 35: TypePointer Function 7(fvec4) 38: 19(int) Constant 0 39: 21(outs) ConstantComposite 38 10 25 26 40: TypePointer Function 20(bool) 44: TypePointer Output 19(int) 45(a): 44(ptr) Variable Output 46: TypePointer Function 19(int) 49: TypePointer Output 6(float) 50(b): 49(ptr) Variable Output 51: 19(int) Constant 1 52: TypePointer Function 6(float) 55: TypePointer Output 20(bool) 56(c): 55(ptr) Variable Output 59: TypePointer Output 7(fvec4) 60(v): 59(ptr) Variable Output 64: TypePointer Input 7(fvec4) 65(input): 64(ptr) Variable Input 4(PixelShaderFunction): 2 Function None 3 5: Label 23(o2): 22(ptr) Variable Function 28(o4): 22(ptr) Variable Function 37(o1): 22(ptr) Variable Function Store 9(gv) 12 Store 17(gfa) 18 Store 23(o2) 27 29: 7(fvec4) Load 9(gv) 32: 31(ptr) AccessChain 17(gfa) 30 33: 6(float) Load 32 34: 7(fvec4) VectorTimesScalar 29 33 36: 35(ptr) AccessChain 28(o4) 24 Store 36 34 Store 37(o1) 39 41: 40(ptr) AccessChain 37(o1) 30 42: 20(bool) Load 41 43: 40(ptr) AccessChain 28(o4) 30 Store 43 42 47: 46(ptr) AccessChain 28(o4) 38 48: 19(int) Load 47 Store 45(a) 48 53: 52(ptr) AccessChain 28(o4) 51 54: 6(float) Load 53 Store 50(b) 54 57: 40(ptr) AccessChain 28(o4) 30 58: 20(bool) Load 57 Store 56(c) 58 61: 35(ptr) AccessChain 28(o4) 24 62: 7(fvec4) Load 61 Store 60(v) 62 Return FunctionEnd