hlsl.partialInit.frag WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence 0:8 move second child to first child (temp 4-component vector of float) 0:8 'gv' (global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence 0:9 move second child to first child (temp 3-element array of float) 0:9 'gfa' (global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:18 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Parameters: 0:18 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:19 Sequence 0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 3 (const int) 0:19 0.000000 0:19 false (const bool) 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:21 move second child to first child (temp 4-component vector of float) 0:21 v: direct index for structure (temp 4-component vector of float) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) 0:21 vector-scale (temp 4-component vector of float) 0:21 'gv' (global 4-component vector of float) 0:21 direct index (temp float) 0:21 'gfa' (global 3-element array of float) 0:21 Constant: 0:21 2 (const int) 0:22 Sequence 0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 Constant: 0:22 0 (const int) 0:22 0.000000 0:22 false (const bool) 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:23 Sequence 0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 Constant: 0:23 0 (const int) 0:23 0.000000 0:23 false (const bool) 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 Constant: 0:24 0 (const int) 0:24 0.000000 0:24 false (const bool) 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:25 move second child to first child (temp bool) 0:25 c: direct index for structure (temp bool) 0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:25 c: direct index for structure (temp bool) 0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:26 Sequence 0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 Constant: 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0 (const int) 0:26 0.000000 0:26 false (const bool) 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 false (const bool) 0:28 Sequence 0:28 move second child to first child (temp 4-element array of 2-component vector of float) 0:28 'gf2a' (temp 4-element array of 2-component vector of float) 0:28 Constant: 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:29 Sequence 0:29 move second child to first child (temp int) 0:29 'cgi' (temp int) 0:29 Constant: 0:29 0 (const int) 0:30 move second child to first child (temp float) 0:30 b: direct index for structure (temp float) 0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:30 Constant: 0:30 1 (const int) 0:30 component-wise multiply (temp float) 0:30 direct index (temp float) 0:30 direct index (temp 2-component vector of float) 0:30 'gf2a' (temp 4-element array of 2-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) 0:30 Convert int to float (temp float) 0:30 'cgi' (temp int) 0:32 Sequence 0:32 Sequence 0:32 move second child to first child (temp int) 0:? 'a' (layout(location=0 ) out int) 0:32 a: direct index for structure (temp int) 0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:32 Constant: 0:32 0 (const int) 0:32 move second child to first child (temp float) 0:? 'b' (layout(location=1 ) out float) 0:32 b: direct index for structure (temp float) 0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:32 Constant: 0:32 1 (const int) 0:32 move second child to first child (temp bool) 0:? 'c' (layout(location=2 ) out bool) 0:32 c: direct index for structure (temp bool) 0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:32 Constant: 0:32 2 (const int) 0:32 move second child to first child (temp 4-component vector of float) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:32 v: direct index for structure (temp 4-component vector of float) 0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:32 Constant: 0:32 3 (const int) 0:32 Branch: Return 0:? Linker Objects 0:? 'a' (layout(location=0 ) out int) 0:? 'b' (layout(location=1 ) out float) 0:? 'c' (layout(location=2 ) out bool) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'gv' (global 4-component vector of float) 0:? 'gfa' (global 3-element array of float) 0:? 'cgf2a' (const 3-element array of 2-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'ci' (const int) 0:? 0 (const int) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence 0:8 move second child to first child (temp 4-component vector of float) 0:8 'gv' (global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence 0:9 move second child to first child (temp 3-element array of float) 0:9 'gfa' (global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:18 Function Definition: PixelShaderFunction(vf4; (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Parameters: 0:18 'input' (layout(location=0 ) in 4-component vector of float) 0:? Sequence 0:19 Sequence 0:19 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 'o2' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 3 (const int) 0:19 0.000000 0:19 false (const bool) 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:21 move second child to first child (temp 4-component vector of float) 0:21 v: direct index for structure (temp 4-component vector of float) 0:21 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) 0:21 vector-scale (temp 4-component vector of float) 0:21 'gv' (global 4-component vector of float) 0:21 direct index (temp float) 0:21 'gfa' (global 3-element array of float) 0:21 Constant: 0:21 2 (const int) 0:22 Sequence 0:22 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 Constant: 0:22 0 (const int) 0:22 0.000000 0:22 false (const bool) 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:23 Sequence 0:23 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 'o3' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 Constant: 0:23 0 (const int) 0:23 0.000000 0:23 false (const bool) 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:24 move second child to first child (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 Constant: 0:24 0 (const int) 0:24 0.000000 0:24 false (const bool) 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:25 move second child to first child (temp bool) 0:25 c: direct index for structure (temp bool) 0:25 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:25 c: direct index for structure (temp bool) 0:25 'o1' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:26 Sequence 0:26 move second child to first child (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 'nest' (temp structure{temp 4X3 matrix of float m, temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 Constant: 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0 (const int) 0:26 0.000000 0:26 false (const bool) 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 false (const bool) 0:28 Sequence 0:28 move second child to first child (temp 4-element array of 2-component vector of float) 0:28 'gf2a' (temp 4-element array of 2-component vector of float) 0:28 Constant: 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:29 Sequence 0:29 move second child to first child (temp int) 0:29 'cgi' (temp int) 0:29 Constant: 0:29 0 (const int) 0:30 move second child to first child (temp float) 0:30 b: direct index for structure (temp float) 0:30 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:30 Constant: 0:30 1 (const int) 0:30 component-wise multiply (temp float) 0:30 direct index (temp float) 0:30 direct index (temp 2-component vector of float) 0:30 'gf2a' (temp 4-element array of 2-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) 0:30 Convert int to float (temp float) 0:30 'cgi' (temp int) 0:32 Sequence 0:32 Sequence 0:32 move second child to first child (temp int) 0:? 'a' (layout(location=0 ) out int) 0:32 a: direct index for structure (temp int) 0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:32 Constant: 0:32 0 (const int) 0:32 move second child to first child (temp float) 0:? 'b' (layout(location=1 ) out float) 0:32 b: direct index for structure (temp float) 0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:32 Constant: 0:32 1 (const int) 0:32 move second child to first child (temp bool) 0:? 'c' (layout(location=2 ) out bool) 0:32 c: direct index for structure (temp bool) 0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:32 Constant: 0:32 2 (const int) 0:32 move second child to first child (temp 4-component vector of float) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:32 v: direct index for structure (temp 4-component vector of float) 0:32 'o4' (temp structure{temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:32 Constant: 0:32 3 (const int) 0:32 Branch: Return 0:? Linker Objects 0:? 'a' (layout(location=0 ) out int) 0:? 'b' (layout(location=1 ) out float) 0:? 'c' (layout(location=2 ) out bool) 0:? 'v' (layout(location=3 ) out 4-component vector of float) 0:? 'input' (layout(location=0 ) in 4-component vector of float) 0:? 'gv' (global 4-component vector of float) 0:? 'gfa' (global 3-element array of float) 0:? 'cgf2a' (const 3-element array of 2-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'ci' (const int) 0:? 0 (const int) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 92 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 72 76 80 84 89 ExecutionMode 4 OriginUpperLeft Name 4 "PixelShaderFunction" Name 9 "gv" Name 17 "gfa" Name 21 "outs" MemberName 21(outs) 0 "a" MemberName 21(outs) 1 "b" MemberName 21(outs) 2 "c" MemberName 21(outs) 3 "v" Name 23 "o2" Name 28 "o4" Name 37 "o1" Name 40 "o3" Name 47 "Nest" MemberName 47(Nest) 0 "m" MemberName 47(Nest) 1 "os" MemberName 47(Nest) 2 "b" Name 49 "nest" Name 57 "gf2a" Name 61 "cgi" Name 72 "a" Name 76 "b" Name 80 "c" Name 84 "v" Name 89 "input" Decorate 72(a) Location 0 Decorate 76(b) Location 1 Decorate 80(c) Location 2 Decorate 84(v) Location 3 Decorate 89(input) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Private 7(fvec4) 9(gv): 8(ptr) Variable Private 10: 6(float) Constant 0 11: 6(float) Constant 1065353216 12: 7(fvec4) ConstantComposite 10 10 11 10 13: TypeInt 32 0 14: 13(int) Constant 3 15: TypeArray 6(float) 14 16: TypePointer Private 15 17(gfa): 16(ptr) Variable Private 18: 15 ConstantComposite 10 10 10 19: TypeInt 32 1 20: TypeBool 21(outs): TypeStruct 19(int) 6(float) 20(bool) 7(fvec4) 22: TypePointer Function 21(outs) 24: 19(int) Constant 3 25: 20(bool) ConstantFalse 26: 7(fvec4) ConstantComposite 10 10 10 10 27: 21(outs) ConstantComposite 24 10 25 26 30: 19(int) Constant 2 31: TypePointer Private 6(float) 35: TypePointer Function 7(fvec4) 38: 19(int) Constant 0 39: 21(outs) ConstantComposite 38 10 25 26 41: TypePointer Function 20(bool) 45: TypeVector 6(float) 3 46: TypeMatrix 45(fvec3) 4 47(Nest): TypeStruct 46 21(outs) 20(bool) 48: TypePointer Function 47(Nest) 50: 45(fvec3) ConstantComposite 10 10 10 51: 46 ConstantComposite 50 50 50 50 52: 47(Nest) ConstantComposite 51 39 25 53: TypeVector 6(float) 2 54: 13(int) Constant 4 55: TypeArray 53(fvec2) 54 56: TypePointer Function 55 58: 53(fvec2) ConstantComposite 10 10 59: 55 ConstantComposite 58 58 58 58 60: TypePointer Function 19(int) 62: 19(int) Constant 1 63: 13(int) Constant 1 64: TypePointer Function 6(float) 71: TypePointer Output 19(int) 72(a): 71(ptr) Variable Output 75: TypePointer Output 6(float) 76(b): 75(ptr) Variable Output 79: TypePointer Output 20(bool) 80(c): 79(ptr) Variable Output 83: TypePointer Output 7(fvec4) 84(v): 83(ptr) Variable Output 88: TypePointer Input 7(fvec4) 89(input): 88(ptr) Variable Input 90: TypeArray 53(fvec2) 14 91: 90 ConstantComposite 58 58 58 4(PixelShaderFunction): 2 Function None 3 5: Label 23(o2): 22(ptr) Variable Function 28(o4): 22(ptr) Variable Function 37(o1): 22(ptr) Variable Function 40(o3): 22(ptr) Variable Function 49(nest): 48(ptr) Variable Function 57(gf2a): 56(ptr) Variable Function 61(cgi): 60(ptr) Variable Function Store 9(gv) 12 Store 17(gfa) 18 Store 23(o2) 27 29: 7(fvec4) Load 9(gv) 32: 31(ptr) AccessChain 17(gfa) 30 33: 6(float) Load 32 34: 7(fvec4) VectorTimesScalar 29 33 36: 35(ptr) AccessChain 28(o4) 24 Store 36 34 Store 37(o1) 39 Store 40(o3) 39 Store 28(o4) 39 42: 41(ptr) AccessChain 37(o1) 30 43: 20(bool) Load 42 44: 41(ptr) AccessChain 28(o4) 30 Store 44 43 Store 49(nest) 52 Store 57(gf2a) 59 Store 61(cgi) 38 65: 64(ptr) AccessChain 57(gf2a) 30 63 66: 6(float) Load 65 67: 19(int) Load 61(cgi) 68: 6(float) ConvertSToF 67 69: 6(float) FMul 66 68 70: 64(ptr) AccessChain 28(o4) 62 Store 70 69 73: 60(ptr) AccessChain 28(o4) 38 74: 19(int) Load 73 Store 72(a) 74 77: 64(ptr) AccessChain 28(o4) 62 78: 6(float) Load 77 Store 76(b) 78 81: 41(ptr) AccessChain 28(o4) 30 82: 20(bool) Load 81 Store 80(c) 82 85: 35(ptr) AccessChain 28(o4) 24 86: 7(fvec4) Load 85 Store 84(v) 86 Return FunctionEnd