hlsl.struct.frag WARNING: 0:26: 'register' : ignoring shader_profile WARNING: 0:27: 'register' : ignoring shader_profile WARNING: 0:30: 'register' : ignoring shader_profile Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) 0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:40 move second child to first child (temp 4-component vector of float) 0:40 i: direct index for structure (temp 4-component vector of float) 0:40 's2' (global structure{temp 4-component vector of float i}) 0:40 Constant: 0:40 0 (const int) 0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) 0:42 Sequence 0:42 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:42 'input' (layout(location=0 ) in 4-component vector of float) 0:42 Branch: Return 0:? Linker Objects 0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) 0:? 's2' (global structure{temp 4-component vector of float i}) 0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) 0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'a' (layout(location=1 ) smooth in 4-component vector of float) 0:? 'b' (layout(location=2 ) flat in bool) 0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float) 0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float) 0:? 'ff1' (in bool Face) 0:? 'ff2' (layout(location=5 offset=4 ) in bool) 0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool) 0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:34 Function Definition: PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; (global 4-component vector of float) 0:34 Function Parameters: 0:34 'input' (layout(location=0 ) in 4-component vector of float) 0:34 's' (in structure{temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Sequence 0:39 Compare Equal (temp bool) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:39 's3' (temp structure{temp 3-component vector of bool b3}) 0:40 move second child to first child (temp 4-component vector of float) 0:40 i: direct index for structure (temp 4-component vector of float) 0:40 's2' (global structure{temp 4-component vector of float i}) 0:40 Constant: 0:40 0 (const int) 0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) 0:42 Sequence 0:42 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:42 'input' (layout(location=0 ) in 4-component vector of float) 0:42 Branch: Return 0:? Linker Objects 0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) 0:? 's2' (global structure{temp 4-component vector of float i}) 0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) 0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'a' (layout(location=1 ) smooth in 4-component vector of float) 0:? 'b' (layout(location=2 ) flat in bool) 0:? 'c' (layout(location=3 ) centroid noperspective in 1-component vector of float) 0:? 'd' (layout(location=4 ) centroid sample in 2-component vector of float) 0:? 'ff1' (in bool Face) 0:? 'ff2' (layout(location=5 offset=4 ) in bool) 0:? 'ff3' (layout(location=6 binding=0 offset=4 ) in bool) 0:? 'ff4' (layout(location=7 binding=0 offset=4 ) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 52 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 25 30 31 41 43 45 48 49 50 51 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 8 "FS" MemberName 8(FS) 0 "b3" Name 10 "s3" Name 19 "" MemberName 19 0 "i" Name 21 "s2" Name 25 "ff4" Name 30 "@entryPointOutput" Name 31 "input" Name 34 "myS" MemberName 34(myS) 0 "b" MemberName 34(myS) 1 "c" MemberName 34(myS) 2 "a" MemberName 34(myS) 3 "d" Name 36 "s1" Name 39 "ff5" Name 40 "ff6" Name 41 "a" Name 43 "b" Name 45 "c" Name 48 "d" Name 49 "ff1" Name 50 "ff2" Name 51 "ff3" Decorate 25(ff4) Offset 4 Decorate 25(ff4) Location 7 Decorate 25(ff4) Binding 0 Decorate 30(@entryPointOutput) Location 0 Decorate 31(input) Location 0 Decorate 39(ff5) Offset 20 Decorate 39(ff5) Binding 5 Decorate 40(ff6) Offset 36 Decorate 40(ff6) Binding 8 Decorate 41(a) Location 1 Decorate 43(b) Flat Decorate 43(b) Location 2 Decorate 45(c) NoPerspective Decorate 45(c) Centroid Decorate 45(c) Location 3 Decorate 48(d) Centroid Decorate 48(d) Location 4 Decorate 49(ff1) BuiltIn FrontFacing Decorate 50(ff2) Offset 4 Decorate 50(ff2) Location 5 Decorate 51(ff3) Offset 4 Decorate 51(ff3) Location 6 Decorate 51(ff3) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeBool 7: TypeVector 6(bool) 3 8(FS): TypeStruct 7(bvec3) 9: TypePointer Function 8(FS) 17: TypeFloat 32 18: TypeVector 17(float) 4 19: TypeStruct 18(fvec4) 20: TypePointer Private 19(struct) 21(s2): 20(ptr) Variable Private 22: TypeInt 32 1 23: 22(int) Constant 0 24: TypePointer Input 18(fvec4) 25(ff4): 24(ptr) Variable Input 27: TypePointer Private 18(fvec4) 29: TypePointer Output 18(fvec4) 30(@entryPointOutput): 29(ptr) Variable Output 31(input): 24(ptr) Variable Input 34(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4) 35: TypePointer Private 34(myS) 36(s1): 35(ptr) Variable Private 37: TypeVector 17(float) 3 38: TypePointer Private 37(fvec3) 39(ff5): 38(ptr) Variable Private 40(ff6): 38(ptr) Variable Private 41(a): 24(ptr) Variable Input 42: TypePointer Input 6(bool) 43(b): 42(ptr) Variable Input 44: TypePointer Input 17(float) 45(c): 44(ptr) Variable Input 46: TypeVector 17(float) 2 47: TypePointer Input 46(fvec2) 48(d): 47(ptr) Variable Input 49(ff1): 42(ptr) Variable Input 50(ff2): 42(ptr) Variable Input 51(ff3): 42(ptr) Variable Input 4(PixelShaderFunction): 2 Function None 3 5: Label 10(s3): 9(ptr) Variable Function 11: 8(FS) Load 10(s3) 12: 8(FS) Load 10(s3) 13: 7(bvec3) CompositeExtract 11 0 14: 7(bvec3) CompositeExtract 12 0 15: 7(bvec3) LogicalEqual 13 14 16: 6(bool) All 15 26: 18(fvec4) Load 25(ff4) 28: 27(ptr) AccessChain 21(s2) 23 Store 28 26 32: 18(fvec4) Load 31(input) Store 30(@entryPointOutput) 32 Return FunctionEnd