hlsl.whileLoop.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 tested first 0:3 Loop Condition 0:3 any (global bool) 0:3 NotEqual (temp 4-component vector of bool) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Loop Body 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Branch: Return 0:4 Loop with condition tested first 0:4 Loop Condition 0:4 Constant: 0:4 false (const bool) 0:4 No loop body 0:5 Loop with condition tested first 0:5 Loop Condition 0:5 Constant: 0:5 false (const bool) 0:5 No loop body 0:6 Loop with condition tested first 0:6 Loop Condition 0:6 Constant: 0:6 false (const bool) 0:6 No loop body 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 tested first 0:3 Loop Condition 0:3 any (global bool) 0:3 NotEqual (temp 4-component vector of bool) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Loop Body 0:? Sequence 0:3 Sequence 0:3 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Branch: Return 0:4 Loop with condition tested first 0:4 Loop Condition 0:4 Constant: 0:4 false (const bool) 0:4 No loop body 0:5 Loop with condition tested first 0:5 Loop Condition 0:5 Constant: 0:5 false (const bool) 0:5 No loop body 0:6 Loop with condition tested first 0:6 Loop Condition 0:6 Constant: 0:6 false (const bool) 0:6 No loop body 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 41 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 14 22 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 14 "input" Name 22 "@entryPointOutput" Decorate 14(input) Location 0 Decorate 22(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 11: TypeFloat 32 12: TypeVector 11(float) 4 13: TypePointer Input 12(fvec4) 14(input): 13(ptr) Variable Input 17: TypeBool 18: TypeVector 17(bool) 4 21: TypePointer Output 12(fvec4) 22(@entryPointOutput): 21(ptr) Variable Output 30: 17(bool) ConstantFalse 4(PixelShaderFunction): 2 Function None 3 5: Label Branch 6 6: Label LoopMerge 8 9 None Branch 10 10: Label 15: 12(fvec4) Load 14(input) 16: 12(fvec4) Load 14(input) 19: 18(bvec4) FOrdNotEqual 15 16 20: 17(bool) Any 19 BranchConditional 20 7 8 7: Label 23: 12(fvec4) Load 14(input) Store 22(@entryPointOutput) 23 Return 9: Label Branch 6 8: Label Branch 25 25: Label LoopMerge 27 28 None Branch 29 29: Label BranchConditional 30 26 27 26: Label Branch 28 28: Label Branch 25 27: Label Branch 31 31: Label LoopMerge 33 34 None Branch 35 35: Label BranchConditional 30 32 33 32: Label Branch 34 34: Label Branch 31 33: Label Branch 36 36: Label LoopMerge 38 39 None Branch 40 40: Label BranchConditional 30 37 38 37: Label Branch 39 39: Label Branch 36 38: Label Return FunctionEnd