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 Branch: Return with expression 0:18 'psout' (temp structure{temp 4-component vector of float Color}) 0:12 Function Definition: main( (temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence 0:12 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:12 Color: direct index for structure (temp 4-component vector of float) 0:12 Function Call: @main( (temp structure{temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 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 Branch: Return with expression 0:18 'psout' (temp structure{temp 4-component vector of float Color}) 0:12 Function Definition: main( (temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence 0:12 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:12 Color: direct index for structure (temp 4-component vector of float) 0:12 Function Call: @main( (temp structure{temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 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 62 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 59 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" Name 10 "@main(" Name 15 "$Global" MemberName 15($Global) 0 "ival" MemberName 15($Global) 1 "ival4" MemberName 15($Global) 2 "fval" MemberName 15($Global) 3 "fval4" Name 17 "" Name 50 "psout" Name 59 "Color" MemberDecorate 15($Global) 0 Offset 0 MemberDecorate 15($Global) 1 Offset 16 MemberDecorate 15($Global) 2 Offset 32 MemberDecorate 15($Global) 3 Offset 48 Decorate 15($Global) Block Decorate 17 DescriptorSet 0 Decorate 59(Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 9: TypeFunction 8(PS_OUTPUT) 12: TypeBool 13: TypeInt 32 1 14: TypeVector 13(int) 4 15($Global): TypeStruct 13(int) 14(ivec4) 6(float) 7(fvec4) 16: TypePointer Uniform 15($Global) 17: 16(ptr) Variable Uniform 18: 13(int) Constant 0 19: TypePointer Uniform 13(int) 22: TypeInt 32 0 23: 22(int) Constant 0 27: 13(int) Constant 2 28: TypePointer Uniform 6(float) 49: TypePointer Function 8(PS_OUTPUT) 51: 6(float) Constant 1065353216 52: 7(fvec4) ConstantComposite 51 51 51 51 53: TypePointer Function 7(fvec4) 58: TypePointer Output 7(fvec4) 59(Color): 58(ptr) Variable Output 4(main): 2 Function None 3 5: Label 60:8(PS_OUTPUT) FunctionCall 10(@main() 61: 7(fvec4) CompositeExtract 60 0 Store 59(Color) 61 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 50(psout): 49(ptr) Variable Function 20: 19(ptr) AccessChain 17 18 21: 13(int) Load 20 24: 12(bool) INotEqual 21 23 SelectionMerge 26 None BranchConditional 24 25 26 25: Label 29: 28(ptr) AccessChain 17 27 30: 6(float) Load 29 31: 13(int) ConvertFToS 30 32: 12(bool) INotEqual 31 23 Branch 26 26: Label 33: 12(bool) Phi 24 11 32 25 SelectionMerge 35 None BranchConditional 33 34 35 34: Label Branch 35 35: Label 36: 19(ptr) AccessChain 17 18 37: 13(int) Load 36 38: 12(bool) INotEqual 37 23 39: 12(bool) LogicalNot 38 SelectionMerge 41 None BranchConditional 39 40 41 40: Label 42: 28(ptr) AccessChain 17 27 43: 6(float) Load 42 44: 13(int) ConvertFToS 43 45: 12(bool) INotEqual 44 23 Branch 41 41: Label 46: 12(bool) Phi 38 35 45 40 SelectionMerge 48 None BranchConditional 46 47 48 47: Label Branch 48 48: Label 54: 53(ptr) AccessChain 50(psout) 18 Store 54 52 55:8(PS_OUTPUT) Load 50(psout) ReturnValue 55 FunctionEnd