417 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			417 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
hlsl.logical.binary.vec.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:10  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10    Function Parameters: 
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0:?     Sequence
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0:11      Sequence
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0:11        move second child to first child ( temp 4-component vector of bool)
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0:11          'r00' ( temp 4-component vector of bool)
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0:11          Negate conditional ( temp 4-component vector of bool)
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0:11            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:11              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:11              Constant:
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0:11                0 (const uint)
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0:12      Sequence
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0:12        move second child to first child ( temp 4-component vector of bool)
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0:12          'r01' ( temp 4-component vector of bool)
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0:12          logical-and ( temp 4-component vector of bool)
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0:12            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:12              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:12              Constant:
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0:12                0 (const uint)
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0:12            b4b: direct index for structure ( uniform 4-component vector of bool)
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0:12              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:12              Constant:
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0:12                1 (const uint)
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0:13      Sequence
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0:13        move second child to first child ( temp 4-component vector of bool)
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0:13          'r02' ( temp 4-component vector of bool)
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0:13          logical-or ( temp 4-component vector of bool)
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0:13            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:13              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:13              Constant:
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0:13                0 (const uint)
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0:13            b4b: direct index for structure ( uniform 4-component vector of bool)
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0:13              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:13              Constant:
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0:13                1 (const uint)
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0:15      Sequence
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0:15        move second child to first child ( temp 4-component vector of bool)
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0:15          'r10' ( temp 4-component vector of bool)
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0:15          logical-and ( temp 4-component vector of bool)
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0:15            Construct bvec4 ( uniform 4-component vector of bool)
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0:15              b1a: direct index for structure ( uniform bool)
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0:15                'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:15                Constant:
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0:15                  2 (const uint)
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0:15            b4b: direct index for structure ( uniform 4-component vector of bool)
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0:15              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:15              Constant:
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0:15                1 (const uint)
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0:16      Sequence
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0:16        move second child to first child ( temp 4-component vector of bool)
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0:16          'r11' ( temp 4-component vector of bool)
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0:16          logical-or ( temp 4-component vector of bool)
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0:16            Construct bvec4 ( uniform 4-component vector of bool)
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0:16              b1a: direct index for structure ( uniform bool)
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0:16                'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:16                Constant:
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0:16                  2 (const uint)
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0:16            b4b: direct index for structure ( uniform 4-component vector of bool)
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0:16              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:16              Constant:
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0:16                1 (const uint)
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0:18      Sequence
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0:18        move second child to first child ( temp 4-component vector of bool)
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0:18          'r20' ( temp 4-component vector of bool)
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0:18          logical-and ( temp 4-component vector of bool)
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0:18            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:18              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:18              Constant:
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0:18                0 (const uint)
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0:18            Construct bvec4 ( uniform 4-component vector of bool)
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0:18              b1b: direct index for structure ( uniform bool)
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0:18                'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:18                Constant:
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0:18                  3 (const uint)
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0:19      Sequence
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0:19        move second child to first child ( temp 4-component vector of bool)
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0:19          'r21' ( temp 4-component vector of bool)
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0:19          logical-or ( temp 4-component vector of bool)
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0:19            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:19              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:19              Constant:
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0:19                0 (const uint)
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0:19            Construct bvec4 ( uniform 4-component vector of bool)
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0:19              b1b: direct index for structure ( uniform bool)
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0:19                'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:19                Constant:
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0:19                  3 (const uint)
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0:22      move second child to first child ( temp 4-component vector of float)
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0:22        Color: direct index for structure ( temp 4-component vector of float)
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0:22          'psout' ( temp structure{ temp 4-component vector of float Color})
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0:22          Constant:
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0:22            0 (const int)
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0:22        Convert bool to float ( temp 4-component vector of float)
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0:22          logical-or ( temp 4-component vector of bool)
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0:22            logical-or ( temp 4-component vector of bool)
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0:22              logical-or ( temp 4-component vector of bool)
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0:22                logical-or ( temp 4-component vector of bool)
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0:22                  logical-or ( temp 4-component vector of bool)
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0:22                    logical-or ( temp 4-component vector of bool)
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0:22                      'r00' ( temp 4-component vector of bool)
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0:22                      'r01' ( temp 4-component vector of bool)
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0:22                    'r02' ( temp 4-component vector of bool)
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0:22                  'r10' ( temp 4-component vector of bool)
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0:22                'r11' ( temp 4-component vector of bool)
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0:22              'r20' ( temp 4-component vector of bool)
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0:22            'r21' ( temp 4-component vector of bool)
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0:23      Branch: Return with expression
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0:23        'psout' ( temp structure{ temp 4-component vector of float Color})
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0:10  Function Definition: main( ( temp void)
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0:10    Function Parameters: 
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0:?     Sequence
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0:10      Sequence
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0:10        move second child to first child ( temp 4-component vector of float)
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0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:10          Color: direct index for structure ( temp 4-component vector of float)
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0:10            Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10            Constant:
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0:10              0 (const int)
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0:?   Linker Objects
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0:?     'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:10  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10    Function Parameters: 
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0:?     Sequence
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0:11      Sequence
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0:11        move second child to first child ( temp 4-component vector of bool)
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0:11          'r00' ( temp 4-component vector of bool)
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0:11          Negate conditional ( temp 4-component vector of bool)
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0:11            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:11              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:11              Constant:
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0:11                0 (const uint)
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0:12      Sequence
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0:12        move second child to first child ( temp 4-component vector of bool)
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0:12          'r01' ( temp 4-component vector of bool)
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0:12          logical-and ( temp 4-component vector of bool)
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0:12            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:12              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:12              Constant:
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0:12                0 (const uint)
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0:12            b4b: direct index for structure ( uniform 4-component vector of bool)
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0:12              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:12              Constant:
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0:12                1 (const uint)
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0:13      Sequence
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0:13        move second child to first child ( temp 4-component vector of bool)
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0:13          'r02' ( temp 4-component vector of bool)
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0:13          logical-or ( temp 4-component vector of bool)
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0:13            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:13              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:13              Constant:
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0:13                0 (const uint)
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0:13            b4b: direct index for structure ( uniform 4-component vector of bool)
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0:13              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:13              Constant:
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0:13                1 (const uint)
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0:15      Sequence
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0:15        move second child to first child ( temp 4-component vector of bool)
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0:15          'r10' ( temp 4-component vector of bool)
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0:15          logical-and ( temp 4-component vector of bool)
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0:15            Construct bvec4 ( uniform 4-component vector of bool)
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0:15              b1a: direct index for structure ( uniform bool)
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0:15                'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:15                Constant:
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0:15                  2 (const uint)
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0:15            b4b: direct index for structure ( uniform 4-component vector of bool)
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0:15              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:15              Constant:
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0:15                1 (const uint)
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0:16      Sequence
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0:16        move second child to first child ( temp 4-component vector of bool)
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0:16          'r11' ( temp 4-component vector of bool)
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0:16          logical-or ( temp 4-component vector of bool)
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0:16            Construct bvec4 ( uniform 4-component vector of bool)
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0:16              b1a: direct index for structure ( uniform bool)
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0:16                'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:16                Constant:
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0:16                  2 (const uint)
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0:16            b4b: direct index for structure ( uniform 4-component vector of bool)
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0:16              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:16              Constant:
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0:16                1 (const uint)
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0:18      Sequence
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0:18        move second child to first child ( temp 4-component vector of bool)
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0:18          'r20' ( temp 4-component vector of bool)
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0:18          logical-and ( temp 4-component vector of bool)
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0:18            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:18              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:18              Constant:
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0:18                0 (const uint)
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0:18            Construct bvec4 ( uniform 4-component vector of bool)
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0:18              b1b: direct index for structure ( uniform bool)
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0:18                'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:18                Constant:
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0:18                  3 (const uint)
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0:19      Sequence
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0:19        move second child to first child ( temp 4-component vector of bool)
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0:19          'r21' ( temp 4-component vector of bool)
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0:19          logical-or ( temp 4-component vector of bool)
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0:19            b4a: direct index for structure ( uniform 4-component vector of bool)
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0:19              'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:19              Constant:
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0:19                0 (const uint)
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0:19            Construct bvec4 ( uniform 4-component vector of bool)
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0:19              b1b: direct index for structure ( uniform bool)
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0:19                'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:19                Constant:
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0:19                  3 (const uint)
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0:22      move second child to first child ( temp 4-component vector of float)
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0:22        Color: direct index for structure ( temp 4-component vector of float)
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0:22          'psout' ( temp structure{ temp 4-component vector of float Color})
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0:22          Constant:
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0:22            0 (const int)
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0:22        Convert bool to float ( temp 4-component vector of float)
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0:22          logical-or ( temp 4-component vector of bool)
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0:22            logical-or ( temp 4-component vector of bool)
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0:22              logical-or ( temp 4-component vector of bool)
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0:22                logical-or ( temp 4-component vector of bool)
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0:22                  logical-or ( temp 4-component vector of bool)
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0:22                    logical-or ( temp 4-component vector of bool)
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0:22                      'r00' ( temp 4-component vector of bool)
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0:22                      'r01' ( temp 4-component vector of bool)
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0:22                    'r02' ( temp 4-component vector of bool)
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0:22                  'r10' ( temp 4-component vector of bool)
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0:22                'r11' ( temp 4-component vector of bool)
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0:22              'r20' ( temp 4-component vector of bool)
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0:22            'r21' ( temp 4-component vector of bool)
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0:23      Branch: Return with expression
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0:23        'psout' ( temp structure{ temp 4-component vector of float Color})
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0:10  Function Definition: main( ( temp void)
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0:10    Function Parameters: 
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0:?     Sequence
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0:10      Sequence
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0:10        move second child to first child ( temp 4-component vector of float)
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0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:10          Color: direct index for structure ( temp 4-component vector of float)
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0:10            Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10            Constant:
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0:10              0 (const int)
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0:?   Linker Objects
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0:?     'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a,  uniform 4-component vector of bool b4b,  uniform bool b1a,  uniform bool b1b})
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0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 115
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                              Capability Shader
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               1:             ExtInstImport  "GLSL.std.450"
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                              MemoryModel Logical GLSL450
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                              EntryPoint Fragment 4  "main" 112
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                              ExecutionMode 4 OriginUpperLeft
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                              Source HLSL 500
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                              Name 4  "main"
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                              Name 8  "PS_OUTPUT"
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                              MemberName 8(PS_OUTPUT) 0  "Color"
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                              Name 10  "@main("
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                              Name 15  "r00"
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                              Name 18  "$Global"
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                              MemberName 18($Global) 0  "b4a"
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                              MemberName 18($Global) 1  "b4b"
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                              MemberName 18($Global) 2  "b1a"
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                              MemberName 18($Global) 3  "b1b"
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                              Name 20  ""
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                              Name 30  "r01"
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                              Name 39  "r02"
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                              Name 47  "r10"
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                              Name 58  "r11"
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                              Name 67  "r20"
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                              Name 77  "r21"
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                              Name 87  "psout"
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                              Name 112  "@entryPointOutput.Color"
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                              MemberDecorate 18($Global) 0 Offset 0
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                              MemberDecorate 18($Global) 1 Offset 16
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                              MemberDecorate 18($Global) 2 Offset 32
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                              MemberDecorate 18($Global) 3 Offset 36
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                              Decorate 18($Global) Block
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                              Decorate 20 DescriptorSet 0
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                              Decorate 20 Binding 0
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                              Decorate 112(@entryPointOutput.Color) Location 0
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               2:             TypeVoid
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               3:             TypeFunction 2
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               6:             TypeFloat 32
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               7:             TypeVector 6(float) 4
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    8(PS_OUTPUT):             TypeStruct 7(fvec4)
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               9:             TypeFunction 8(PS_OUTPUT)
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              12:             TypeBool
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              13:             TypeVector 12(bool) 4
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              14:             TypePointer Function 13(bvec4)
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              16:             TypeInt 32 0
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              17:             TypeVector 16(int) 4
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     18($Global):             TypeStruct 17(ivec4) 17(ivec4) 16(int) 16(int)
 | 
						|
              19:             TypePointer Uniform 18($Global)
 | 
						|
              20:     19(ptr) Variable Uniform
 | 
						|
              21:             TypeInt 32 1
 | 
						|
              22:     21(int) Constant 0
 | 
						|
              23:             TypePointer Uniform 17(ivec4)
 | 
						|
              26:     16(int) Constant 0
 | 
						|
              27:   17(ivec4) ConstantComposite 26 26 26 26
 | 
						|
              34:     21(int) Constant 1
 | 
						|
              48:     21(int) Constant 2
 | 
						|
              49:             TypePointer Uniform 16(int)
 | 
						|
              71:     21(int) Constant 3
 | 
						|
              86:             TypePointer Function 8(PS_OUTPUT)
 | 
						|
             101:    6(float) Constant 0
 | 
						|
             102:    6(float) Constant 1065353216
 | 
						|
             103:    7(fvec4) ConstantComposite 101 101 101 101
 | 
						|
             104:    7(fvec4) ConstantComposite 102 102 102 102
 | 
						|
             106:             TypePointer Function 7(fvec4)
 | 
						|
             111:             TypePointer Output 7(fvec4)
 | 
						|
112(@entryPointOutput.Color):    111(ptr) Variable Output
 | 
						|
         4(main):           2 Function None 3
 | 
						|
               5:             Label
 | 
						|
             113:8(PS_OUTPUT) FunctionCall 10(@main()
 | 
						|
             114:    7(fvec4) CompositeExtract 113 0
 | 
						|
                              Store 112(@entryPointOutput.Color) 114
 | 
						|
                              Return
 | 
						|
                              FunctionEnd
 | 
						|
      10(@main():8(PS_OUTPUT) Function None 9
 | 
						|
              11:             Label
 | 
						|
         15(r00):     14(ptr) Variable Function
 | 
						|
         30(r01):     14(ptr) Variable Function
 | 
						|
         39(r02):     14(ptr) Variable Function
 | 
						|
         47(r10):     14(ptr) Variable Function
 | 
						|
         58(r11):     14(ptr) Variable Function
 | 
						|
         67(r20):     14(ptr) Variable Function
 | 
						|
         77(r21):     14(ptr) Variable Function
 | 
						|
       87(psout):     86(ptr) Variable Function
 | 
						|
              24:     23(ptr) AccessChain 20 22
 | 
						|
              25:   17(ivec4) Load 24
 | 
						|
              28:   13(bvec4) INotEqual 25 27
 | 
						|
              29:   13(bvec4) LogicalNot 28
 | 
						|
                              Store 15(r00) 29
 | 
						|
              31:     23(ptr) AccessChain 20 22
 | 
						|
              32:   17(ivec4) Load 31
 | 
						|
              33:   13(bvec4) INotEqual 32 27
 | 
						|
              35:     23(ptr) AccessChain 20 34
 | 
						|
              36:   17(ivec4) Load 35
 | 
						|
              37:   13(bvec4) INotEqual 36 27
 | 
						|
              38:   13(bvec4) LogicalAnd 33 37
 | 
						|
                              Store 30(r01) 38
 | 
						|
              40:     23(ptr) AccessChain 20 22
 | 
						|
              41:   17(ivec4) Load 40
 | 
						|
              42:   13(bvec4) INotEqual 41 27
 | 
						|
              43:     23(ptr) AccessChain 20 34
 | 
						|
              44:   17(ivec4) Load 43
 | 
						|
              45:   13(bvec4) INotEqual 44 27
 | 
						|
              46:   13(bvec4) LogicalOr 42 45
 | 
						|
                              Store 39(r02) 46
 | 
						|
              50:     49(ptr) AccessChain 20 48
 | 
						|
              51:     16(int) Load 50
 | 
						|
              52:    12(bool) INotEqual 51 26
 | 
						|
              53:   13(bvec4) CompositeConstruct 52 52 52 52
 | 
						|
              54:     23(ptr) AccessChain 20 34
 | 
						|
              55:   17(ivec4) Load 54
 | 
						|
              56:   13(bvec4) INotEqual 55 27
 | 
						|
              57:   13(bvec4) LogicalAnd 53 56
 | 
						|
                              Store 47(r10) 57
 | 
						|
              59:     49(ptr) AccessChain 20 48
 | 
						|
              60:     16(int) Load 59
 | 
						|
              61:    12(bool) INotEqual 60 26
 | 
						|
              62:   13(bvec4) CompositeConstruct 61 61 61 61
 | 
						|
              63:     23(ptr) AccessChain 20 34
 | 
						|
              64:   17(ivec4) Load 63
 | 
						|
              65:   13(bvec4) INotEqual 64 27
 | 
						|
              66:   13(bvec4) LogicalOr 62 65
 | 
						|
                              Store 58(r11) 66
 | 
						|
              68:     23(ptr) AccessChain 20 22
 | 
						|
              69:   17(ivec4) Load 68
 | 
						|
              70:   13(bvec4) INotEqual 69 27
 | 
						|
              72:     49(ptr) AccessChain 20 71
 | 
						|
              73:     16(int) Load 72
 | 
						|
              74:    12(bool) INotEqual 73 26
 | 
						|
              75:   13(bvec4) CompositeConstruct 74 74 74 74
 | 
						|
              76:   13(bvec4) LogicalAnd 70 75
 | 
						|
                              Store 67(r20) 76
 | 
						|
              78:     23(ptr) AccessChain 20 22
 | 
						|
              79:   17(ivec4) Load 78
 | 
						|
              80:   13(bvec4) INotEqual 79 27
 | 
						|
              81:     49(ptr) AccessChain 20 71
 | 
						|
              82:     16(int) Load 81
 | 
						|
              83:    12(bool) INotEqual 82 26
 | 
						|
              84:   13(bvec4) CompositeConstruct 83 83 83 83
 | 
						|
              85:   13(bvec4) LogicalOr 80 84
 | 
						|
                              Store 77(r21) 85
 | 
						|
              88:   13(bvec4) Load 15(r00)
 | 
						|
              89:   13(bvec4) Load 30(r01)
 | 
						|
              90:   13(bvec4) LogicalOr 88 89
 | 
						|
              91:   13(bvec4) Load 39(r02)
 | 
						|
              92:   13(bvec4) LogicalOr 90 91
 | 
						|
              93:   13(bvec4) Load 47(r10)
 | 
						|
              94:   13(bvec4) LogicalOr 92 93
 | 
						|
              95:   13(bvec4) Load 58(r11)
 | 
						|
              96:   13(bvec4) LogicalOr 94 95
 | 
						|
              97:   13(bvec4) Load 67(r20)
 | 
						|
              98:   13(bvec4) LogicalOr 96 97
 | 
						|
              99:   13(bvec4) Load 77(r21)
 | 
						|
             100:   13(bvec4) LogicalOr 98 99
 | 
						|
             105:    7(fvec4) Select 100 104 103
 | 
						|
             107:    106(ptr) AccessChain 87(psout) 22
 | 
						|
                              Store 107 105
 | 
						|
             108:8(PS_OUTPUT) Load 87(psout)
 | 
						|
                              ReturnValue 108
 | 
						|
                              FunctionEnd
 |