hlsl.logical.binary.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence 0:13 Test condition and select (temp void) 0:13 Condition 0:13 logical-and (temp bool) 0:13 Convert int to bool (temp bool) 0:13 ival: direct index for structure (layout(offset=0 ) uniform int) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:13 Convert int to bool (temp bool) 0:13 Convert float to int (temp int) 0:13 fval: direct index for structure (layout(offset=32 ) uniform float) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null 0:14 Test condition and select (temp void) 0:14 Condition 0:14 logical-or (temp bool) 0:14 Convert int to bool (temp bool) 0:14 ival: direct index for structure (layout(offset=0 ) uniform int) 0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) 0:14 Convert int to bool (temp bool) 0:14 Convert float to int (temp int) 0:14 fval: direct index for structure (layout(offset=32 ) uniform float) 0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null 0:17 move second child to first child (temp 4-component vector of float) 0:17 Color: direct index for structure (temp 4-component vector of float) 0:17 'psout' (temp structure{temp 4-component vector of float Color}) 0:17 Constant: 0:17 0 (const int) 0:17 Constant: 0:17 1.000000 0:17 1.000000 0:17 1.000000 0:17 1.000000 0:18 Sequence 0:18 Sequence 0:18 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:18 Color: direct index for structure (temp 4-component vector of float) 0:18 'psout' (temp structure{temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) 0:18 Branch: Return 0:? Linker Objects 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence 0:13 Test condition and select (temp void) 0:13 Condition 0:13 logical-and (temp bool) 0:13 Convert int to bool (temp bool) 0:13 ival: direct index for structure (layout(offset=0 ) uniform int) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:13 Convert int to bool (temp bool) 0:13 Convert float to int (temp int) 0:13 fval: direct index for structure (layout(offset=32 ) uniform float) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null 0:14 Test condition and select (temp void) 0:14 Condition 0:14 logical-or (temp bool) 0:14 Convert int to bool (temp bool) 0:14 ival: direct index for structure (layout(offset=0 ) uniform int) 0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) 0:14 Convert int to bool (temp bool) 0:14 Convert float to int (temp int) 0:14 fval: direct index for structure (layout(offset=32 ) uniform float) 0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null 0:17 move second child to first child (temp 4-component vector of float) 0:17 Color: direct index for structure (temp 4-component vector of float) 0:17 'psout' (temp structure{temp 4-component vector of float Color}) 0:17 Constant: 0:17 0 (const int) 0:17 Constant: 0:17 1.000000 0:17 1.000000 0:17 1.000000 0:17 1.000000 0:18 Sequence 0:18 Sequence 0:18 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:18 Color: direct index for structure (temp 4-component vector of float) 0:18 'psout' (temp structure{temp 4-component vector of float Color}) 0:18 Constant: 0:18 0 (const int) 0:18 Branch: Return 0:? Linker Objects 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 57 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 53 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 11 "$Global" MemberName 11($Global) 0 "ival" MemberName 11($Global) 1 "ival4" MemberName 11($Global) 2 "fval" MemberName 11($Global) 3 "fval4" Name 13 "" Name 45 "PS_OUTPUT" MemberName 45(PS_OUTPUT) 0 "Color" Name 47 "psout" Name 53 "Color" MemberDecorate 11($Global) 0 Offset 0 MemberDecorate 11($Global) 1 Offset 16 MemberDecorate 11($Global) 2 Offset 32 MemberDecorate 11($Global) 3 Offset 48 Decorate 11($Global) Block Decorate 13 DescriptorSet 0 Decorate 53(Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeBool 7: TypeInt 32 1 8: TypeVector 7(int) 4 9: TypeFloat 32 10: TypeVector 9(float) 4 11($Global): TypeStruct 7(int) 8(ivec4) 9(float) 10(fvec4) 12: TypePointer Uniform 11($Global) 13: 12(ptr) Variable Uniform 14: 7(int) Constant 0 15: TypePointer Uniform 7(int) 18: TypeInt 32 0 19: 18(int) Constant 0 23: 7(int) Constant 2 24: TypePointer Uniform 9(float) 45(PS_OUTPUT): TypeStruct 10(fvec4) 46: TypePointer Function 45(PS_OUTPUT) 48: 9(float) Constant 1065353216 49: 10(fvec4) ConstantComposite 48 48 48 48 50: TypePointer Function 10(fvec4) 52: TypePointer Output 10(fvec4) 53(Color): 52(ptr) Variable Output 4(main): 2 Function None 3 5: Label 47(psout): 46(ptr) Variable Function 16: 15(ptr) AccessChain 13 14 17: 7(int) Load 16 20: 6(bool) INotEqual 17 19 SelectionMerge 22 None BranchConditional 20 21 22 21: Label 25: 24(ptr) AccessChain 13 23 26: 9(float) Load 25 27: 7(int) ConvertFToS 26 28: 6(bool) INotEqual 27 19 Branch 22 22: Label 29: 6(bool) Phi 20 5 28 21 SelectionMerge 31 None BranchConditional 29 30 31 30: Label Branch 31 31: Label 32: 15(ptr) AccessChain 13 14 33: 7(int) Load 32 34: 6(bool) INotEqual 33 19 35: 6(bool) LogicalNot 34 SelectionMerge 37 None BranchConditional 35 36 37 36: Label 38: 24(ptr) AccessChain 13 23 39: 9(float) Load 38 40: 7(int) ConvertFToS 39 41: 6(bool) INotEqual 40 19 Branch 37 37: Label 42: 6(bool) Phi 34 31 41 36 SelectionMerge 44 None BranchConditional 42 43 44 43: Label Branch 44 44: Label 51: 50(ptr) AccessChain 47(psout) 14 Store 51 49 54: 50(ptr) AccessChain 47(psout) 14 55: 10(fvec4) Load 54 Store 53(Color) 55 Return FunctionEnd