hlsl.promote.binary.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:14 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:14 Function Parameters: 0:? Sequence 0:15 mod (temp float) 0:15 Convert int to float (temp float) 0:15 ival: direct index for structure (layout(offset=32 ) uniform int) 0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 2 (const uint) 0:15 fval: direct index for structure (layout(offset=64 ) uniform float) 0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 4 (const uint) 0:16 mod (temp 4-component vector of float) 0:16 Convert int to float (temp 4-component vector of float) 0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int) 0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 3 (const uint) 0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float) 0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 5 (const uint) 0:18 mod (temp float) 0:18 Convert bool to float (temp float) 0:18 bval: direct index for structure (layout(offset=0 ) uniform bool) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 0 (const uint) 0:18 fval: direct index for structure (layout(offset=64 ) uniform float) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 4 (const uint) 0:19 mod (temp 4-component vector of float) 0:19 Convert bool to float (temp 4-component vector of float) 0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 1 (const uint) 0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float) 0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 5 (const uint) 0:21 Sequence 0:21 move second child to first child (temp int) 0:21 'l_int' (temp int) 0:21 Constant: 0:21 1 (const int) 0:22 mod second child into first child (temp int) 0:22 'l_int' (temp int) 0:22 Convert float to int (temp int) 0:22 fval: direct index for structure (layout(offset=64 ) uniform float) 0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 4 (const uint) 0:25 move second child to first child (temp 4-component vector of float) 0:25 Color: direct index for structure (temp 4-component vector of float) 0:25 'psout' (temp structure{temp 4-component vector of float Color}) 0:25 Constant: 0:25 0 (const int) 0:25 Constant: 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:26 Sequence 0:26 Sequence 0:26 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:26 Color: direct index for structure (temp 4-component vector of float) 0:26 'psout' (temp structure{temp 4-component vector of float Color}) 0:26 Constant: 0:26 0 (const int) 0:26 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 bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:14 Function Definition: main( (temp structure{temp 4-component vector of float Color}) 0:14 Function Parameters: 0:? Sequence 0:15 mod (temp float) 0:15 Convert int to float (temp float) 0:15 ival: direct index for structure (layout(offset=32 ) uniform int) 0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 2 (const uint) 0:15 fval: direct index for structure (layout(offset=64 ) uniform float) 0:15 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 4 (const uint) 0:16 mod (temp 4-component vector of float) 0:16 Convert int to float (temp 4-component vector of float) 0:16 ival4: direct index for structure (layout(offset=48 ) uniform 4-component vector of int) 0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 3 (const uint) 0:16 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float) 0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 5 (const uint) 0:18 mod (temp float) 0:18 Convert bool to float (temp float) 0:18 bval: direct index for structure (layout(offset=0 ) uniform bool) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 0 (const uint) 0:18 fval: direct index for structure (layout(offset=64 ) uniform float) 0:18 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 4 (const uint) 0:19 mod (temp 4-component vector of float) 0:19 Convert bool to float (temp 4-component vector of float) 0:19 bval4: direct index for structure (layout(offset=16 ) uniform 4-component vector of bool) 0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 1 (const uint) 0:19 fval4: direct index for structure (layout(offset=80 ) uniform 4-component vector of float) 0:19 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 5 (const uint) 0:21 Sequence 0:21 move second child to first child (temp int) 0:21 'l_int' (temp int) 0:21 Constant: 0:21 1 (const int) 0:22 mod second child into first child (temp int) 0:22 'l_int' (temp int) 0:22 Convert float to int (temp int) 0:22 fval: direct index for structure (layout(offset=64 ) uniform float) 0:22 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 4 (const uint) 0:25 move second child to first child (temp 4-component vector of float) 0:25 Color: direct index for structure (temp 4-component vector of float) 0:25 'psout' (temp structure{temp 4-component vector of float Color}) 0:25 Constant: 0:25 0 (const int) 0:25 Constant: 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:25 0.000000 0:26 Sequence 0:26 Sequence 0:26 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:26 Color: direct index for structure (temp 4-component vector of float) 0:26 'psout' (temp structure{temp 4-component vector of float Color}) 0:26 Constant: 0:26 0 (const int) 0:26 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 bool bval, layout(offset=16 ) uniform 4-component vector of bool bval4, layout(offset=32 ) uniform int ival, layout(offset=48 ) uniform 4-component vector of int ival4, layout(offset=64 ) uniform float fval, layout(offset=80 ) uniform 4-component vector of float fval4}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 78 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 74 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 12 "$Global" MemberName 12($Global) 0 "bval" MemberName 12($Global) 1 "bval4" MemberName 12($Global) 2 "ival" MemberName 12($Global) 3 "ival4" MemberName 12($Global) 4 "fval" MemberName 12($Global) 5 "fval4" Name 14 "" Name 62 "l_int" Name 68 "PS_OUTPUT" MemberName 68(PS_OUTPUT) 0 "Color" Name 70 "psout" Name 74 "Color" MemberDecorate 12($Global) 0 Offset 0 MemberDecorate 12($Global) 1 Offset 16 MemberDecorate 12($Global) 2 Offset 32 MemberDecorate 12($Global) 3 Offset 48 MemberDecorate 12($Global) 4 Offset 64 MemberDecorate 12($Global) 5 Offset 80 Decorate 12($Global) Block Decorate 14 DescriptorSet 0 Decorate 74(Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 0 7: TypeVector 6(int) 4 8: TypeInt 32 1 9: TypeVector 8(int) 4 10: TypeFloat 32 11: TypeVector 10(float) 4 12($Global): TypeStruct 6(int) 7(ivec4) 8(int) 9(ivec4) 10(float) 11(fvec4) 13: TypePointer Uniform 12($Global) 14: 13(ptr) Variable Uniform 15: 8(int) Constant 2 16: TypePointer Uniform 8(int) 20: 8(int) Constant 4 21: TypePointer Uniform 10(float) 25: 8(int) Constant 3 26: TypePointer Uniform 9(ivec4) 30: 8(int) Constant 5 31: TypePointer Uniform 11(fvec4) 35: 8(int) Constant 0 36: TypePointer Uniform 6(int) 39: TypeBool 40: 6(int) Constant 0 42: 10(float) Constant 0 43: 10(float) Constant 1065353216 48: 8(int) Constant 1 49: TypePointer Uniform 7(ivec4) 52: TypeVector 39(bool) 4 53: 7(ivec4) ConstantComposite 40 40 40 40 55: 11(fvec4) ConstantComposite 42 42 42 42 56: 11(fvec4) ConstantComposite 43 43 43 43 61: TypePointer Function 8(int) 68(PS_OUTPUT): TypeStruct 11(fvec4) 69: TypePointer Function 68(PS_OUTPUT) 71: TypePointer Function 11(fvec4) 73: TypePointer Output 11(fvec4) 74(Color): 73(ptr) Variable Output 4(main): 2 Function None 3 5: Label 62(l_int): 61(ptr) Variable Function 70(psout): 69(ptr) Variable Function 17: 16(ptr) AccessChain 14 15 18: 8(int) Load 17 19: 10(float) ConvertSToF 18 22: 21(ptr) AccessChain 14 20 23: 10(float) Load 22 24: 10(float) FMod 19 23 27: 26(ptr) AccessChain 14 25 28: 9(ivec4) Load 27 29: 11(fvec4) ConvertSToF 28 32: 31(ptr) AccessChain 14 30 33: 11(fvec4) Load 32 34: 11(fvec4) FMod 29 33 37: 36(ptr) AccessChain 14 35 38: 6(int) Load 37 41: 39(bool) INotEqual 38 40 44: 10(float) Select 41 43 42 45: 21(ptr) AccessChain 14 20 46: 10(float) Load 45 47: 10(float) FMod 44 46 50: 49(ptr) AccessChain 14 48 51: 7(ivec4) Load 50 54: 52(bvec4) INotEqual 51 53 57: 11(fvec4) Select 54 56 55 58: 31(ptr) AccessChain 14 30 59: 11(fvec4) Load 58 60: 11(fvec4) FMod 57 59 Store 62(l_int) 48 63: 21(ptr) AccessChain 14 20 64: 10(float) Load 63 65: 8(int) ConvertFToS 64 66: 8(int) Load 62(l_int) 67: 8(int) SMod 66 65 Store 62(l_int) 67 72: 71(ptr) AccessChain 70(psout) 35 Store 72 55 75: 71(ptr) AccessChain 70(psout) 35 76: 11(fvec4) Load 75 Store 74(Color) 76 Return FunctionEnd