hlsl.logical.binary.vec.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:10 Function Parameters: 0:? Sequence 0:11 Sequence 0:11 move second child to first child (temp 4-component vector of bool) 0:11 'r00' (temp 4-component vector of bool) 0:11 Negate conditional (temp 4-component vector of bool) 0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:11 Constant: 0:11 0 (const uint) 0:12 Sequence 0:12 move second child to first child (temp 4-component vector of bool) 0:12 'r01' (temp 4-component vector of bool) 0:12 logical-and (temp 4-component vector of bool) 0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:12 Constant: 0:12 0 (const uint) 0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:12 Constant: 0:12 1 (const uint) 0:13 Sequence 0:13 move second child to first child (temp 4-component vector of bool) 0:13 'r02' (temp 4-component vector of bool) 0:13 logical-or (temp 4-component vector of bool) 0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:13 Constant: 0:13 0 (const uint) 0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:13 Constant: 0:13 1 (const uint) 0:15 Sequence 0:15 move second child to first child (temp 4-component vector of bool) 0:15 'r10' (temp 4-component vector of bool) 0:15 logical-and (temp 4-component vector of bool) 0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool) 0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool) 0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:15 Constant: 0:15 2 (const uint) 0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:15 Constant: 0:15 1 (const uint) 0:16 Sequence 0:16 move second child to first child (temp 4-component vector of bool) 0:16 'r11' (temp 4-component vector of bool) 0:16 logical-or (temp 4-component vector of bool) 0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool) 0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool) 0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:16 Constant: 0:16 2 (const uint) 0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:16 Constant: 0:16 1 (const uint) 0:18 Sequence 0:18 move second child to first child (temp 4-component vector of bool) 0:18 'r20' (temp 4-component vector of bool) 0:18 logical-and (temp 4-component vector of bool) 0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:18 Constant: 0:18 0 (const uint) 0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool) 0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:18 Constant: 0:18 3 (const uint) 0:19 Sequence 0:19 move second child to first child (temp 4-component vector of bool) 0:19 'r21' (temp 4-component vector of bool) 0:19 logical-or (temp 4-component vector of bool) 0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:19 Constant: 0:19 0 (const uint) 0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool) 0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool) 0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:19 Constant: 0:19 3 (const uint) 0:22 move second child to first child (temp 4-component vector of float) 0:22 Color: direct index for structure (temp 4-component vector of float) 0:22 'psout' (temp structure{temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:22 Convert bool to float (temp 4-component vector of float) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 'r00' (temp 4-component vector of bool) 0:22 'r01' (temp 4-component vector of bool) 0:22 'r02' (temp 4-component vector of bool) 0:22 'r10' (temp 4-component vector of bool) 0:22 'r11' (temp 4-component vector of bool) 0:22 'r20' (temp 4-component vector of bool) 0:22 'r21' (temp 4-component vector of bool) 0:23 Sequence 0:23 Sequence 0:23 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:23 Color: direct index for structure (temp 4-component vector of float) 0:23 'psout' (temp structure{temp 4-component vector of float Color}) 0:23 Constant: 0:23 0 (const int) 0:23 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 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:10 Function Parameters: 0:? Sequence 0:11 Sequence 0:11 move second child to first child (temp 4-component vector of bool) 0:11 'r00' (temp 4-component vector of bool) 0:11 Negate conditional (temp 4-component vector of bool) 0:11 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:11 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:11 Constant: 0:11 0 (const uint) 0:12 Sequence 0:12 move second child to first child (temp 4-component vector of bool) 0:12 'r01' (temp 4-component vector of bool) 0:12 logical-and (temp 4-component vector of bool) 0:12 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:12 Constant: 0:12 0 (const uint) 0:12 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:12 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:12 Constant: 0:12 1 (const uint) 0:13 Sequence 0:13 move second child to first child (temp 4-component vector of bool) 0:13 'r02' (temp 4-component vector of bool) 0:13 logical-or (temp 4-component vector of bool) 0:13 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:13 Constant: 0:13 0 (const uint) 0:13 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:13 Constant: 0:13 1 (const uint) 0:15 Sequence 0:15 move second child to first child (temp 4-component vector of bool) 0:15 'r10' (temp 4-component vector of bool) 0:15 logical-and (temp 4-component vector of bool) 0:15 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool) 0:15 b1a: direct index for structure (layout(offset=32 ) uniform bool) 0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:15 Constant: 0:15 2 (const uint) 0:15 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:15 Constant: 0:15 1 (const uint) 0:16 Sequence 0:16 move second child to first child (temp 4-component vector of bool) 0:16 'r11' (temp 4-component vector of bool) 0:16 logical-or (temp 4-component vector of bool) 0:16 Construct bvec4 (layout(offset=16 ) uniform 4-component vector of bool) 0:16 b1a: direct index for structure (layout(offset=32 ) uniform bool) 0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:16 Constant: 0:16 2 (const uint) 0:16 b4b: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:16 Constant: 0:16 1 (const uint) 0:18 Sequence 0:18 move second child to first child (temp 4-component vector of bool) 0:18 'r20' (temp 4-component vector of bool) 0:18 logical-and (temp 4-component vector of bool) 0:18 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:18 Constant: 0:18 0 (const uint) 0:18 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool) 0:18 b1b: direct index for structure (layout(offset=36 ) uniform bool) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:18 Constant: 0:18 3 (const uint) 0:19 Sequence 0:19 move second child to first child (temp 4-component vector of bool) 0:19 'r21' (temp 4-component vector of bool) 0:19 logical-or (temp 4-component vector of bool) 0:19 b4a: direct index for structure (layout(offset=0 ) uniform 4-component vector of bool) 0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:19 Constant: 0:19 0 (const uint) 0:19 Construct bvec4 (layout(offset=0 ) uniform 4-component vector of bool) 0:19 b1b: direct index for structure (layout(offset=36 ) uniform bool) 0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) 0:19 Constant: 0:19 3 (const uint) 0:22 move second child to first child (temp 4-component vector of float) 0:22 Color: direct index for structure (temp 4-component vector of float) 0:22 'psout' (temp structure{temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:22 Convert bool to float (temp 4-component vector of float) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 logical-or (temp 4-component vector of bool) 0:22 'r00' (temp 4-component vector of bool) 0:22 'r01' (temp 4-component vector of bool) 0:22 'r02' (temp 4-component vector of bool) 0:22 'r10' (temp 4-component vector of bool) 0:22 'r11' (temp 4-component vector of bool) 0:22 'r20' (temp 4-component vector of bool) 0:22 'r21' (temp 4-component vector of bool) 0:23 Sequence 0:23 Sequence 0:23 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:23 Color: direct index for structure (temp 4-component vector of float) 0:23 'psout' (temp structure{temp 4-component vector of float Color}) 0:23 Constant: 0:23 0 (const int) 0:23 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 4-component vector of bool b4a, layout(offset=16 ) uniform 4-component vector of bool b4b, layout(offset=32 ) uniform bool b1a, layout(offset=36 ) uniform bool b1b}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 115 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 111 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "r00" Name 12 "$Global" MemberName 12($Global) 0 "b4a" MemberName 12($Global) 1 "b4b" MemberName 12($Global) 2 "b1a" MemberName 12($Global) 3 "b1b" Name 14 "" Name 24 "r01" Name 33 "r02" Name 41 "r10" Name 52 "r11" Name 61 "r20" Name 73 "r21" Name 87 "PS_OUTPUT" MemberName 87(PS_OUTPUT) 0 "Color" Name 89 "psout" Name 111 "Color" MemberDecorate 12($Global) 0 Offset 0 MemberDecorate 12($Global) 1 Offset 16 MemberDecorate 12($Global) 2 Offset 32 MemberDecorate 12($Global) 3 Offset 36 Decorate 12($Global) Block Decorate 14 DescriptorSet 0 Decorate 111(Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeBool 7: TypeVector 6(bool) 4 8: TypePointer Function 7(bvec4) 10: TypeInt 32 0 11: TypeVector 10(int) 4 12($Global): TypeStruct 11(ivec4) 11(ivec4) 10(int) 10(int) 13: TypePointer Uniform 12($Global) 14: 13(ptr) Variable Uniform 15: TypeInt 32 1 16: 15(int) Constant 0 17: TypePointer Uniform 11(ivec4) 20: 10(int) Constant 0 21: 11(ivec4) ConstantComposite 20 20 20 20 28: 15(int) Constant 1 42: 15(int) Constant 2 43: TypePointer Uniform 10(int) 67: 15(int) Constant 3 85: TypeFloat 32 86: TypeVector 85(float) 4 87(PS_OUTPUT): TypeStruct 86(fvec4) 88: TypePointer Function 87(PS_OUTPUT) 103: 85(float) Constant 0 104: 85(float) Constant 1065353216 105: 86(fvec4) ConstantComposite 103 103 103 103 106: 86(fvec4) ConstantComposite 104 104 104 104 108: TypePointer Function 86(fvec4) 110: TypePointer Output 86(fvec4) 111(Color): 110(ptr) Variable Output 4(main): 2 Function None 3 5: Label 9(r00): 8(ptr) Variable Function 24(r01): 8(ptr) Variable Function 33(r02): 8(ptr) Variable Function 41(r10): 8(ptr) Variable Function 52(r11): 8(ptr) Variable Function 61(r20): 8(ptr) Variable Function 73(r21): 8(ptr) Variable Function 89(psout): 88(ptr) Variable Function 18: 17(ptr) AccessChain 14 16 19: 11(ivec4) Load 18 22: 7(bvec4) INotEqual 19 21 23: 7(bvec4) LogicalNot 22 Store 9(r00) 23 25: 17(ptr) AccessChain 14 16 26: 11(ivec4) Load 25 27: 7(bvec4) INotEqual 26 21 29: 17(ptr) AccessChain 14 28 30: 11(ivec4) Load 29 31: 7(bvec4) INotEqual 30 21 32: 7(bvec4) LogicalAnd 27 31 Store 24(r01) 32 34: 17(ptr) AccessChain 14 16 35: 11(ivec4) Load 34 36: 7(bvec4) INotEqual 35 21 37: 17(ptr) AccessChain 14 28 38: 11(ivec4) Load 37 39: 7(bvec4) INotEqual 38 21 40: 7(bvec4) LogicalOr 36 39 Store 33(r02) 40 44: 43(ptr) AccessChain 14 42 45: 10(int) Load 44 46: 6(bool) INotEqual 45 20 47: 7(bvec4) CompositeConstruct 46 46 46 46 48: 17(ptr) AccessChain 14 28 49: 11(ivec4) Load 48 50: 7(bvec4) INotEqual 49 21 51: 7(bvec4) LogicalAnd 47 50 Store 41(r10) 51 53: 43(ptr) AccessChain 14 42 54: 10(int) Load 53 55: 6(bool) INotEqual 54 20 56: 7(bvec4) CompositeConstruct 55 55 55 55 57: 17(ptr) AccessChain 14 28 58: 11(ivec4) Load 57 59: 7(bvec4) INotEqual 58 21 60: 7(bvec4) LogicalOr 56 59 Store 52(r11) 60 62: 17(ptr) AccessChain 14 16 63: 11(ivec4) Load 62 64: 7(bvec4) INotEqual 63 21 SelectionMerge 66 None BranchConditional 64 65 66 65: Label 68: 43(ptr) AccessChain 14 67 69: 10(int) Load 68 70: 6(bool) INotEqual 69 20 71: 7(bvec4) CompositeConstruct 70 70 70 70 Branch 66 66: Label 72: 6(bool) Phi 64 5 71 65 Store 61(r20) 72 74: 17(ptr) AccessChain 14 16 75: 11(ivec4) Load 74 76: 7(bvec4) INotEqual 75 21 77: 6(bool) LogicalNot 76 SelectionMerge 79 None BranchConditional 77 78 79 78: Label 80: 43(ptr) AccessChain 14 67 81: 10(int) Load 80 82: 6(bool) INotEqual 81 20 83: 7(bvec4) CompositeConstruct 82 82 82 82 Branch 79 79: Label 84: 6(bool) Phi 76 66 83 78 Store 73(r21) 84 90: 7(bvec4) Load 9(r00) 91: 7(bvec4) Load 24(r01) 92: 7(bvec4) LogicalOr 90 91 93: 7(bvec4) Load 33(r02) 94: 7(bvec4) LogicalOr 92 93 95: 7(bvec4) Load 41(r10) 96: 7(bvec4) LogicalOr 94 95 97: 7(bvec4) Load 52(r11) 98: 7(bvec4) LogicalOr 96 97 99: 7(bvec4) Load 61(r20) 100: 7(bvec4) LogicalOr 98 99 101: 7(bvec4) Load 73(r21) 102: 7(bvec4) LogicalOr 100 101 107: 86(fvec4) Select 102 106 105 109: 108(ptr) AccessChain 89(psout) 16 Store 109 107 112: 108(ptr) AccessChain 89(psout) 16 113: 86(fvec4) Load 112 Store 111(Color) 113 Return FunctionEnd