hlsl.doLoop.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' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Loop with condition not tested first 0:3 Loop Condition 0:3 Constant: 0:3 false (const bool) 0:3 No loop body 0:4 Loop with condition not tested first 0:4 Loop Condition 0:4 Constant: 0:4 false (const bool) 0:4 No loop body 0:5 Loop with condition not tested first 0:5 Loop Condition 0:5 all (global bool) 0:5 Equal (temp 4-component vector of bool) 0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Loop Body 0:5 Sequence 0:5 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Branch: Return 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' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:3 Loop with condition not tested first 0:3 Loop Condition 0:3 Constant: 0:3 false (const bool) 0:3 No loop body 0:4 Loop with condition not tested first 0:4 Loop Condition 0:4 Constant: 0:4 false (const bool) 0:4 No loop body 0:5 Loop with condition not tested first 0:5 Loop Condition 0:5 all (global bool) 0:5 Equal (temp 4-component vector of bool) 0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Loop Body 0:5 Sequence 0:5 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Branch: Return 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 33 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 23 25 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 23 "@entryPointOutput" Name 25 "input" Decorate 23(@entryPointOutput) Location 0 Decorate 25(input) Location 0 2: TypeVoid 3: TypeFunction 2 10: TypeBool 11: 10(bool) ConstantFalse 20: TypeFloat 32 21: TypeVector 20(float) 4 22: TypePointer Output 21(fvec4) 23(@entryPointOutput): 22(ptr) Variable Output 24: TypePointer Input 21(fvec4) 25(input): 24(ptr) Variable Input 30: TypeVector 10(bool) 4 4(PixelShaderFunction): 2 Function None 3 5: Label Branch 6 6: Label LoopMerge 8 9 None Branch 7 7: Label Branch 9 9: Label BranchConditional 11 6 8 8: Label Branch 12 12: Label LoopMerge 14 15 None Branch 13 13: Label Branch 15 15: Label BranchConditional 11 12 14 14: Label Branch 16 16: Label LoopMerge 18 19 None Branch 17 17: Label 26: 21(fvec4) Load 25(input) Store 23(@entryPointOutput) 26 Return 19: Label 28: 21(fvec4) Load 25(input) 29: 21(fvec4) Load 25(input) 31: 30(bvec4) FOrdEqual 28 29 32: 10(bool) All 31 BranchConditional 32 16 18 18: Label Return FunctionEnd