hlsl.conditional.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: vectorCond( ( temp 4-component vector of float) 0:8 Function Parameters: 0:? Sequence 0:12 Branch: Return with expression 0:11 add ( temp 4-component vector of float) 0:10 add ( temp 4-component vector of float) 0:9 add ( temp 4-component vector of float) 0:9 mix ( temp 4-component vector of float) 0:9 f4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 2 (const uint) 0:9 t4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 1 (const uint) 0:9 Convert float to bool ( temp 4-component vector of bool) 0:9 c4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 0 (const uint) 0:10 mix ( temp 4-component vector of float) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 f: direct index for structure ( uniform float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 4 (const uint) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 t: direct index for structure ( uniform float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 3 (const uint) 0:10 Convert float to bool ( temp 4-component vector of bool) 0:10 c4: direct index for structure ( uniform 4-component vector of float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 0 (const uint) 0:11 mix ( temp 4-component vector of float) 0:11 f4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 2 (const uint) 0:11 t4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 1 (const uint) 0:11 Compare Less Than ( temp 4-component vector of bool) 0:11 t4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 1 (const uint) 0:11 f4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 2 (const uint) 0:12 mix ( temp 4-component vector of float) 0:12 f4: direct index for structure ( uniform 4-component vector of float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:12 Constant: 0:12 2 (const uint) 0:12 Construct vec4 ( temp 4-component vector of float) 0:12 t: direct index for structure ( uniform float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:12 Constant: 0:12 3 (const uint) 0:12 Convert float to bool ( temp 4-component vector of bool) 0:12 c4: direct index for structure ( uniform 4-component vector of float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:12 Constant: 0:12 0 (const uint) 0:16 Function Definition: scalarCond( ( temp 4-component vector of float) 0:16 Function Parameters: 0:? Sequence 0:17 Sequence 0:17 move second child to first child ( temp 4-component vector of float) 0:17 'ret' ( temp 4-component vector of float) 0:17 Test condition and select ( temp 4-component vector of float) 0:17 Condition 0:17 Compare Not Equal ( temp bool) 0:17 t: direct index for structure ( uniform float) 0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:17 Constant: 0:17 3 (const uint) 0:17 f: direct index for structure ( uniform float) 0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:17 Constant: 0:17 4 (const uint) 0:17 true case 0:17 vector-scale ( temp 4-component vector of float) 0:17 t: direct index for structure ( uniform float) 0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:17 Constant: 0:17 3 (const uint) 0:17 f4: direct index for structure ( uniform 4-component vector of float) 0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:17 Constant: 0:17 2 (const uint) 0:17 false case 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 'ret' ( temp 4-component vector of float) 0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:22 Function Parameters: 0:22 'cnd' ( in 2-component vector of bool) 0:22 'src0' ( in 2-component vector of float) 0:22 'src1' ( in 2-component vector of float) 0:? Sequence 0:23 Branch: Return with expression 0:23 mix ( temp 2-component vector of float) 0:23 'src1' ( in 2-component vector of float) 0:23 'src0' ( in 2-component vector of float) 0:23 'cnd' ( in 2-component vector of bool) 0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:27 Function Parameters: 0:27 'input' ( in 4-component vector of float) 0:? Sequence 0:28 Sequence 0:28 move second child to first child ( temp int) 0:28 'a' ( temp int) 0:28 Constant: 0:28 5 (const int) 0:29 Sequence 0:29 move second child to first child ( temp int) 0:29 'b' ( temp int) 0:29 Constant: 0:29 6 (const int) 0:30 Sequence 0:30 move second child to first child ( temp int) 0:30 'c' ( temp int) 0:30 Constant: 0:30 7 (const int) 0:31 Sequence 0:31 move second child to first child ( temp int) 0:31 'd' ( temp int) 0:31 Constant: 0:31 7 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of float) 0:32 'ret' ( temp 4-component vector of float) 0:34 add ( temp 4-component vector of float) 0:33 add ( temp 4-component vector of float) 0:32 add ( temp 4-component vector of float) 0:32 vector-scale ( temp 4-component vector of float) 0:32 Convert int to float ( temp float) 0:32 'a' ( temp int) 0:32 'input' ( in 4-component vector of float) 0:33 vector-scale ( temp 4-component vector of float) 0:33 Convert int to float ( temp float) 0:33 'b' ( temp int) 0:33 'input' ( in 4-component vector of float) 0:34 vector-scale ( temp 4-component vector of float) 0:34 Convert int to float ( temp float) 0:34 'c' ( temp int) 0:34 'input' ( in 4-component vector of float) 0:35 vector-scale ( temp 4-component vector of float) 0:35 Convert int to float ( temp float) 0:35 'd' ( temp int) 0:35 'input' ( in 4-component vector of float) 0:37 Comma ( temp int) 0:37 move second child to first child ( temp int) 0:37 'e' ( temp int) 0:37 move second child to first child ( temp int) 0:37 'a' ( temp int) 0:37 Test condition and select ( temp int) 0:37 Condition 0:37 Convert int to bool ( temp bool) 0:37 'b' ( temp int) 0:37 true case 0:37 move second child to first child ( temp int) 0:37 'c' ( temp int) 0:37 'd' ( temp int) 0:37 false case 0:37 Constant: 0:37 10 (const int) 0:37 move second child to first child ( temp int) 0:37 'b' ( temp int) 0:37 Test condition and select ( temp int) 0:37 Condition 0:37 Convert int to bool ( temp bool) 0:37 'a' ( temp int) 0:37 true case 0:37 move second child to first child ( temp int) 0:37 'd' ( temp int) 0:37 'c' ( temp int) 0:37 false case 0:37 Constant: 0:37 11 (const int) 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'f' ( temp 4-component vector of float) 0:39 Test condition and select ( temp 4-component vector of float) 0:39 Condition 0:39 Compare Less Than ( temp bool) 0:39 direct index ( temp float) 0:39 'ret' ( temp 4-component vector of float) 0:39 Constant: 0:39 0 (const int) 0:39 direct index ( temp float) 0:39 'input' ( in 4-component vector of float) 0:39 Constant: 0:39 1 (const int) 0:39 true case 0:39 vector-scale ( temp 4-component vector of float) 0:39 Convert int to float ( temp float) 0:39 'c' ( temp int) 0:39 'input' ( in 4-component vector of float) 0:39 false case 0:39 vector-scale ( temp 4-component vector of float) 0:39 Convert int to float ( temp float) 0:39 'd' ( temp int) 0:39 'input' ( in 4-component vector of float) 0:41 Branch: Return with expression 0:40 add ( temp 4-component vector of float) 0:40 add ( temp 4-component vector of float) 0:40 add ( temp 4-component vector of float) 0:40 add ( temp 4-component vector of float) 0:40 vector-scale ( temp 4-component vector of float) 0:40 Convert int to float ( temp float) 0:40 'e' ( temp int) 0:40 'ret' ( temp 4-component vector of float) 0:40 'f' ( temp 4-component vector of float) 0:40 Function Call: vectorCond( ( temp 4-component vector of float) 0:40 Function Call: scalarCond( ( temp 4-component vector of float) 0:? Construct vec4 ( temp 4-component vector of float) 0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:? Constant: 0:? true (const bool) 0:? false (const bool) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? Constant: 0:? 3.000000 0:? 4.000000 0:41 Constant: 0:41 10.000000 0:41 Constant: 0:41 10.000000 0:27 Function Definition: PixelShaderFunction( ( temp void) 0:27 Function Parameters: 0:? Sequence 0:27 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:27 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: vectorCond( ( temp 4-component vector of float) 0:8 Function Parameters: 0:? Sequence 0:12 Branch: Return with expression 0:11 add ( temp 4-component vector of float) 0:10 add ( temp 4-component vector of float) 0:9 add ( temp 4-component vector of float) 0:9 mix ( temp 4-component vector of float) 0:9 f4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 2 (const uint) 0:9 t4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 1 (const uint) 0:9 Convert float to bool ( temp 4-component vector of bool) 0:9 c4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 0 (const uint) 0:10 mix ( temp 4-component vector of float) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 f: direct index for structure ( uniform float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 4 (const uint) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 t: direct index for structure ( uniform float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 3 (const uint) 0:10 Convert float to bool ( temp 4-component vector of bool) 0:10 c4: direct index for structure ( uniform 4-component vector of float) 0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:10 Constant: 0:10 0 (const uint) 0:11 mix ( temp 4-component vector of float) 0:11 f4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 2 (const uint) 0:11 t4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 1 (const uint) 0:11 Compare Less Than ( temp 4-component vector of bool) 0:11 t4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 1 (const uint) 0:11 f4: direct index for structure ( uniform 4-component vector of float) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:11 Constant: 0:11 2 (const uint) 0:12 mix ( temp 4-component vector of float) 0:12 f4: direct index for structure ( uniform 4-component vector of float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:12 Constant: 0:12 2 (const uint) 0:12 Construct vec4 ( temp 4-component vector of float) 0:12 t: direct index for structure ( uniform float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:12 Constant: 0:12 3 (const uint) 0:12 Convert float to bool ( temp 4-component vector of bool) 0:12 c4: direct index for structure ( uniform 4-component vector of float) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:12 Constant: 0:12 0 (const uint) 0:16 Function Definition: scalarCond( ( temp 4-component vector of float) 0:16 Function Parameters: 0:? Sequence 0:17 Sequence 0:17 move second child to first child ( temp 4-component vector of float) 0:17 'ret' ( temp 4-component vector of float) 0:17 Test condition and select ( temp 4-component vector of float) 0:17 Condition 0:17 Compare Not Equal ( temp bool) 0:17 t: direct index for structure ( uniform float) 0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:17 Constant: 0:17 3 (const uint) 0:17 f: direct index for structure ( uniform float) 0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:17 Constant: 0:17 4 (const uint) 0:17 true case 0:17 vector-scale ( temp 4-component vector of float) 0:17 t: direct index for structure ( uniform float) 0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:17 Constant: 0:17 3 (const uint) 0:17 f4: direct index for structure ( uniform 4-component vector of float) 0:17 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:17 Constant: 0:17 2 (const uint) 0:17 false case 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 'ret' ( temp 4-component vector of float) 0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:22 Function Parameters: 0:22 'cnd' ( in 2-component vector of bool) 0:22 'src0' ( in 2-component vector of float) 0:22 'src1' ( in 2-component vector of float) 0:? Sequence 0:23 Branch: Return with expression 0:23 mix ( temp 2-component vector of float) 0:23 'src1' ( in 2-component vector of float) 0:23 'src0' ( in 2-component vector of float) 0:23 'cnd' ( in 2-component vector of bool) 0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:27 Function Parameters: 0:27 'input' ( in 4-component vector of float) 0:? Sequence 0:28 Sequence 0:28 move second child to first child ( temp int) 0:28 'a' ( temp int) 0:28 Constant: 0:28 5 (const int) 0:29 Sequence 0:29 move second child to first child ( temp int) 0:29 'b' ( temp int) 0:29 Constant: 0:29 6 (const int) 0:30 Sequence 0:30 move second child to first child ( temp int) 0:30 'c' ( temp int) 0:30 Constant: 0:30 7 (const int) 0:31 Sequence 0:31 move second child to first child ( temp int) 0:31 'd' ( temp int) 0:31 Constant: 0:31 7 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of float) 0:32 'ret' ( temp 4-component vector of float) 0:34 add ( temp 4-component vector of float) 0:33 add ( temp 4-component vector of float) 0:32 add ( temp 4-component vector of float) 0:32 vector-scale ( temp 4-component vector of float) 0:32 Convert int to float ( temp float) 0:32 'a' ( temp int) 0:32 'input' ( in 4-component vector of float) 0:33 vector-scale ( temp 4-component vector of float) 0:33 Convert int to float ( temp float) 0:33 'b' ( temp int) 0:33 'input' ( in 4-component vector of float) 0:34 vector-scale ( temp 4-component vector of float) 0:34 Convert int to float ( temp float) 0:34 'c' ( temp int) 0:34 'input' ( in 4-component vector of float) 0:35 vector-scale ( temp 4-component vector of float) 0:35 Convert int to float ( temp float) 0:35 'd' ( temp int) 0:35 'input' ( in 4-component vector of float) 0:37 Comma ( temp int) 0:37 move second child to first child ( temp int) 0:37 'e' ( temp int) 0:37 move second child to first child ( temp int) 0:37 'a' ( temp int) 0:37 Test condition and select ( temp int) 0:37 Condition 0:37 Convert int to bool ( temp bool) 0:37 'b' ( temp int) 0:37 true case 0:37 move second child to first child ( temp int) 0:37 'c' ( temp int) 0:37 'd' ( temp int) 0:37 false case 0:37 Constant: 0:37 10 (const int) 0:37 move second child to first child ( temp int) 0:37 'b' ( temp int) 0:37 Test condition and select ( temp int) 0:37 Condition 0:37 Convert int to bool ( temp bool) 0:37 'a' ( temp int) 0:37 true case 0:37 move second child to first child ( temp int) 0:37 'd' ( temp int) 0:37 'c' ( temp int) 0:37 false case 0:37 Constant: 0:37 11 (const int) 0:39 move second child to first child ( temp 4-component vector of float) 0:39 'f' ( temp 4-component vector of float) 0:39 Test condition and select ( temp 4-component vector of float) 0:39 Condition 0:39 Compare Less Than ( temp bool) 0:39 direct index ( temp float) 0:39 'ret' ( temp 4-component vector of float) 0:39 Constant: 0:39 0 (const int) 0:39 direct index ( temp float) 0:39 'input' ( in 4-component vector of float) 0:39 Constant: 0:39 1 (const int) 0:39 true case 0:39 vector-scale ( temp 4-component vector of float) 0:39 Convert int to float ( temp float) 0:39 'c' ( temp int) 0:39 'input' ( in 4-component vector of float) 0:39 false case 0:39 vector-scale ( temp 4-component vector of float) 0:39 Convert int to float ( temp float) 0:39 'd' ( temp int) 0:39 'input' ( in 4-component vector of float) 0:41 Branch: Return with expression 0:40 add ( temp 4-component vector of float) 0:40 add ( temp 4-component vector of float) 0:40 add ( temp 4-component vector of float) 0:40 add ( temp 4-component vector of float) 0:40 vector-scale ( temp 4-component vector of float) 0:40 Convert int to float ( temp float) 0:40 'e' ( temp int) 0:40 'ret' ( temp 4-component vector of float) 0:40 'f' ( temp 4-component vector of float) 0:40 Function Call: vectorCond( ( temp 4-component vector of float) 0:40 Function Call: scalarCond( ( temp 4-component vector of float) 0:? Construct vec4 ( temp 4-component vector of float) 0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float) 0:? Constant: 0:? true (const bool) 0:? false (const bool) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? Constant: 0:? 3.000000 0:? 4.000000 0:41 Constant: 0:41 10.000000 0:41 Constant: 0:41 10.000000 0:27 Function Definition: PixelShaderFunction( ( temp void) 0:27 Function Parameters: 0:? Sequence 0:27 move second child to first child ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:27 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:27 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 220 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 213 216 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 9 "vectorCond(" Name 11 "scalarCond(" Name 22 "fbSelect(vb2;vf2;vf2;" Name 19 "cnd" Name 20 "src0" Name 21 "src1" Name 27 "@PixelShaderFunction(vf4;" Name 26 "input" Name 29 "$Global" MemberName 29($Global) 0 "c4" MemberName 29($Global) 1 "t4" MemberName 29($Global) 2 "f4" MemberName 29($Global) 3 "t" MemberName 29($Global) 4 "f" Name 31 "" Name 85 "ret" Name 113 "a" Name 115 "b" Name 117 "c" Name 119 "d" Name 120 "ret" Name 140 "e" Name 161 "f" Name 200 "param" Name 201 "param" Name 202 "param" Name 211 "input" Name 213 "input" Name 216 "@entryPointOutput" Name 217 "param" MemberDecorate 29($Global) 0 Offset 0 MemberDecorate 29($Global) 1 Offset 16 MemberDecorate 29($Global) 2 Offset 32 MemberDecorate 29($Global) 3 Offset 48 MemberDecorate 29($Global) 4 Offset 52 Decorate 29($Global) Block Decorate 31 DescriptorSet 0 Decorate 213(input) Location 0 Decorate 216(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 13: TypeBool 14: TypeVector 13(bool) 2 15: TypePointer Function 14(bvec2) 16: TypeVector 6(float) 2 17: TypePointer Function 16(fvec2) 18: TypeFunction 16(fvec2) 15(ptr) 17(ptr) 17(ptr) 24: TypePointer Function 7(fvec4) 25: TypeFunction 7(fvec4) 24(ptr) 29($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float) 30: TypePointer Uniform 29($Global) 31: 30(ptr) Variable Uniform 32: TypeInt 32 1 33: 32(int) Constant 2 34: TypePointer Uniform 7(fvec4) 37: 32(int) Constant 1 40: 32(int) Constant 0 43: TypeVector 13(bool) 4 44: 6(float) Constant 0 45: 7(fvec4) ConstantComposite 44 44 44 44 48: 32(int) Constant 4 49: TypePointer Uniform 6(float) 53: 32(int) Constant 3 100: 6(float) Constant 1065353216 101: 7(fvec4) ConstantComposite 100 100 100 100 112: TypePointer Function 32(int) 114: 32(int) Constant 5 116: 32(int) Constant 6 118: 32(int) Constant 7 143: TypeInt 32 0 144: 143(int) Constant 0 150: 32(int) Constant 10 159: 32(int) Constant 11 163: TypePointer Function 6(float) 166: 143(int) Constant 1 192: 13(bool) ConstantTrue 193: 13(bool) ConstantFalse 194: 14(bvec2) ConstantComposite 192 193 195: 6(float) Constant 1073741824 196: 16(fvec2) ConstantComposite 100 195 197: 6(float) Constant 1077936128 198: 6(float) Constant 1082130432 199: 16(fvec2) ConstantComposite 197 198 204: 6(float) Constant 1092616192 212: TypePointer Input 7(fvec4) 213(input): 212(ptr) Variable Input 215: TypePointer Output 7(fvec4) 216(@entryPointOutput): 215(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 211(input): 24(ptr) Variable Function 217(param): 24(ptr) Variable Function 214: 7(fvec4) Load 213(input) Store 211(input) 214 218: 7(fvec4) Load 211(input) Store 217(param) 218 219: 7(fvec4) FunctionCall 27(@PixelShaderFunction(vf4;) 217(param) Store 216(@entryPointOutput) 219 Return FunctionEnd 9(vectorCond(): 7(fvec4) Function None 8 10: Label 35: 34(ptr) AccessChain 31 33 36: 7(fvec4) Load 35 38: 34(ptr) AccessChain 31 37 39: 7(fvec4) Load 38 41: 34(ptr) AccessChain 31 40 42: 7(fvec4) Load 41 46: 43(bvec4) FOrdNotEqual 42 45 47: 7(fvec4) Select 46 39 36 50: 49(ptr) AccessChain 31 48 51: 6(float) Load 50 52: 7(fvec4) CompositeConstruct 51 51 51 51 54: 49(ptr) AccessChain 31 53 55: 6(float) Load 54 56: 7(fvec4) CompositeConstruct 55 55 55 55 57: 34(ptr) AccessChain 31 40 58: 7(fvec4) Load 57 59: 43(bvec4) FOrdNotEqual 58 45 60: 7(fvec4) Select 59 56 52 61: 7(fvec4) FAdd 47 60 62: 34(ptr) AccessChain 31 33 63: 7(fvec4) Load 62 64: 34(ptr) AccessChain 31 37 65: 7(fvec4) Load 64 66: 34(ptr) AccessChain 31 37 67: 7(fvec4) Load 66 68: 34(ptr) AccessChain 31 33 69: 7(fvec4) Load 68 70: 43(bvec4) FOrdLessThan 67 69 71: 7(fvec4) Select 70 65 63 72: 7(fvec4) FAdd 61 71 73: 34(ptr) AccessChain 31 33 74: 7(fvec4) Load 73 75: 49(ptr) AccessChain 31 53 76: 6(float) Load 75 77: 7(fvec4) CompositeConstruct 76 76 76 76 78: 34(ptr) AccessChain 31 40 79: 7(fvec4) Load 78 80: 43(bvec4) FOrdNotEqual 79 45 81: 7(fvec4) Select 80 77 74 82: 7(fvec4) FAdd 72 81 ReturnValue 82 FunctionEnd 11(scalarCond(): 7(fvec4) Function None 8 12: Label 85(ret): 24(ptr) Variable Function 86: 24(ptr) Variable Function 87: 49(ptr) AccessChain 31 53 88: 6(float) Load 87 89: 49(ptr) AccessChain 31 48 90: 6(float) Load 89 91: 13(bool) FOrdNotEqual 88 90 SelectionMerge 93 None BranchConditional 91 92 99 92: Label 94: 49(ptr) AccessChain 31 53 95: 6(float) Load 94 96: 34(ptr) AccessChain 31 33 97: 7(fvec4) Load 96 98: 7(fvec4) VectorTimesScalar 97 95 Store 86 98 Branch 93 99: Label Store 86 101 Branch 93 93: Label 102: 7(fvec4) Load 86 Store 85(ret) 102 103: 7(fvec4) Load 85(ret) ReturnValue 103 FunctionEnd 22(fbSelect(vb2;vf2;vf2;): 16(fvec2) Function None 18 19(cnd): 15(ptr) FunctionParameter 20(src0): 17(ptr) FunctionParameter 21(src1): 17(ptr) FunctionParameter 23: Label 106: 16(fvec2) Load 21(src1) 107: 16(fvec2) Load 20(src0) 108: 14(bvec2) Load 19(cnd) 109: 16(fvec2) Select 108 107 106 ReturnValue 109 FunctionEnd 27(@PixelShaderFunction(vf4;): 7(fvec4) Function None 25 26(input): 24(ptr) FunctionParameter 28: Label 113(a): 112(ptr) Variable Function 115(b): 112(ptr) Variable Function 117(c): 112(ptr) Variable Function 119(d): 112(ptr) Variable Function 120(ret): 24(ptr) Variable Function 140(e): 112(ptr) Variable Function 141: 112(ptr) Variable Function 152: 112(ptr) Variable Function 161(f): 24(ptr) Variable Function 162: 24(ptr) Variable Function 200(param): 15(ptr) Variable Function 201(param): 17(ptr) Variable Function 202(param): 17(ptr) Variable Function Store 113(a) 114 Store 115(b) 116 Store 117(c) 118 Store 119(d) 118 121: 32(int) Load 113(a) 122: 6(float) ConvertSToF 121 123: 7(fvec4) Load 26(input) 124: 7(fvec4) VectorTimesScalar 123 122 125: 32(int) Load 115(b) 126: 6(float) ConvertSToF 125 127: 7(fvec4) Load 26(input) 128: 7(fvec4) VectorTimesScalar 127 126 129: 7(fvec4) FAdd 124 128 130: 32(int) Load 117(c) 131: 6(float) ConvertSToF 130 132: 7(fvec4) Load 26(input) 133: 7(fvec4) VectorTimesScalar 132 131 134: 7(fvec4) FAdd 129 133 135: 32(int) Load 119(d) 136: 6(float) ConvertSToF 135 137: 7(fvec4) Load 26(input) 138: 7(fvec4) VectorTimesScalar 137 136 139: 7(fvec4) FAdd 134 138 Store 120(ret) 139 142: 32(int) Load 115(b) 145: 13(bool) INotEqual 142 144 SelectionMerge 147 None BranchConditional 145 146 149 146: Label 148: 32(int) Load 119(d) Store 117(c) 148 Store 141 148 Branch 147 149: Label Store 141 150 Branch 147 147: Label 151: 32(int) Load 141 Store 113(a) 151 Store 140(e) 151 153: 32(int) Load 113(a) 154: 13(bool) INotEqual 153 144 SelectionMerge 156 None BranchConditional 154 155 158 155: Label 157: 32(int) Load 117(c) Store 119(d) 157 Store 152 157 Branch 156 158: Label Store 152 159 Branch 156 156: Label 160: 32(int) Load 152 Store 115(b) 160 164: 163(ptr) AccessChain 120(ret) 144 165: 6(float) Load 164 167: 163(ptr) AccessChain 26(input) 166 168: 6(float) Load 167 169: 13(bool) FOrdLessThan 165 168 SelectionMerge 171 None BranchConditional 169 170 176 170: Label 172: 32(int) Load 117(c) 173: 6(float) ConvertSToF 172 174: 7(fvec4) Load 26(input) 175: 7(fvec4) VectorTimesScalar 174 173 Store 162 175 Branch 171 176: Label 177: 32(int) Load 119(d) 178: 6(float) ConvertSToF 177 179: 7(fvec4) Load 26(input) 180: 7(fvec4) VectorTimesScalar 179 178 Store 162 180 Branch 171 171: Label 181: 7(fvec4) Load 162 Store 161(f) 181 182: 32(int) Load 140(e) 183: 6(float) ConvertSToF 182 184: 7(fvec4) Load 120(ret) 185: 7(fvec4) VectorTimesScalar 184 183 186: 7(fvec4) Load 161(f) 187: 7(fvec4) FAdd 185 186 188: 7(fvec4) FunctionCall 9(vectorCond() 189: 7(fvec4) FAdd 187 188 190: 7(fvec4) FunctionCall 11(scalarCond() 191: 7(fvec4) FAdd 189 190 Store 200(param) 194 Store 201(param) 196 Store 202(param) 199 203: 16(fvec2) FunctionCall 22(fbSelect(vb2;vf2;vf2;) 200(param) 201(param) 202(param) 205: 6(float) CompositeExtract 203 0 206: 6(float) CompositeExtract 203 1 207: 7(fvec4) CompositeConstruct 205 206 204 204 208: 7(fvec4) FAdd 191 207 ReturnValue 208 FunctionEnd