hlsl.doLoop.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(f1; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in float) 0:? Sequence 0:3 Loop with condition not tested first 0:3 Loop Condition 0:3 Constant: 0:3 false (const bool) 0:3 No loop body 0:4 Loop with condition not tested first 0:4 Loop Condition 0:4 Constant: 0:4 false (const bool) 0:4 No loop body 0:5 Loop with condition not tested first 0:5 Loop Condition 0:5 Compare Greater Than ( temp bool) 0:5 'input' ( in float) 0:5 Constant: 0:5 2.000000 0:5 Loop Body 0:? Sequence 0:5 Branch: Return with expression 0:5 Construct vec4 ( temp 4-component vector of float) 0:5 'input' ( in float) 0:6 Loop with condition not tested first 0:6 Loop Condition 0:6 Compare Less Than ( temp bool) 0:6 'input' ( in float) 0:6 Constant: 0:6 10.000000 0:6 Loop Body 0:6 Pre-Increment ( temp float) 0:6 'input' ( in float) 0:7 Loop with condition not tested first 0:7 Loop Condition 0:7 Compare Less Than ( temp bool) 0:7 Pre-Increment ( temp float) 0:7 'input' ( in float) 0:7 Constant: 0:7 10.000000 0:7 Loop Body 0:7 Loop with condition tested first 0:7 Loop Condition 0:7 Compare Less Than ( temp bool) 0:7 Pre-Increment ( temp float) 0:7 'input' ( in float) 0:7 Constant: 0:7 10.000000 0:7 No loop body 0:8 Branch: Return with expression 0:8 Construct vec4 ( temp 4-component vector of float) 0:8 'input' ( in float) 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 move second child to first child ( temp float) 0:? 'input' ( temp float) 0:? 'input' (layout( location=0) in float) 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:2 Function Call: @PixelShaderFunction(f1; ( temp 4-component vector of float) 0:? 'input' ( temp float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(f1; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in float) 0:? Sequence 0:3 Loop with condition not tested first 0:3 Loop Condition 0:3 Constant: 0:3 false (const bool) 0:3 No loop body 0:4 Loop with condition not tested first 0:4 Loop Condition 0:4 Constant: 0:4 false (const bool) 0:4 No loop body 0:5 Loop with condition not tested first 0:5 Loop Condition 0:5 Compare Greater Than ( temp bool) 0:5 'input' ( in float) 0:5 Constant: 0:5 2.000000 0:5 Loop Body 0:? Sequence 0:5 Branch: Return with expression 0:5 Construct vec4 ( temp 4-component vector of float) 0:5 'input' ( in float) 0:6 Loop with condition not tested first 0:6 Loop Condition 0:6 Compare Less Than ( temp bool) 0:6 'input' ( in float) 0:6 Constant: 0:6 10.000000 0:6 Loop Body 0:6 Pre-Increment ( temp float) 0:6 'input' ( in float) 0:7 Loop with condition not tested first 0:7 Loop Condition 0:7 Compare Less Than ( temp bool) 0:7 Pre-Increment ( temp float) 0:7 'input' ( in float) 0:7 Constant: 0:7 10.000000 0:7 Loop Body 0:7 Loop with condition tested first 0:7 Loop Condition 0:7 Compare Less Than ( temp bool) 0:7 Pre-Increment ( temp float) 0:7 'input' ( in float) 0:7 Constant: 0:7 10.000000 0:7 No loop body 0:8 Branch: Return with expression 0:8 Construct vec4 ( temp 4-component vector of float) 0:8 'input' ( in float) 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 move second child to first child ( temp float) 0:? 'input' ( temp float) 0:? 'input' (layout( location=0) in float) 0:2 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:2 Function Call: @PixelShaderFunction(f1; ( temp 4-component vector of float) 0:? 'input' ( temp float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 71 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 64 67 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 11 "@PixelShaderFunction(f1;" Name 10 "input" Name 62 "input" Name 64 "input" Name 67 "@entryPointOutput" Name 68 "param" Decorate 64(input) Location 0 Decorate 67(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypePointer Function 6(float) 8: TypeVector 6(float) 4 9: TypeFunction 8(fvec4) 7(ptr) 17: TypeBool 18: 17(bool) ConstantFalse 31: 6(float) Constant 1073741824 38: 6(float) Constant 1065353216 41: 6(float) Constant 1092616192 63: TypePointer Input 6(float) 64(input): 63(ptr) Variable Input 66: TypePointer Output 8(fvec4) 67(@entryPointOutput): 66(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 62(input): 7(ptr) Variable Function 68(param): 7(ptr) Variable Function 65: 6(float) Load 64(input) Store 62(input) 65 69: 6(float) Load 62(input) Store 68(param) 69 70: 8(fvec4) FunctionCall 11(@PixelShaderFunction(f1;) 68(param) Store 67(@entryPointOutput) 70 Return FunctionEnd 11(@PixelShaderFunction(f1;): 8(fvec4) Function None 9 10(input): 7(ptr) FunctionParameter 12: Label Branch 13 13: Label LoopMerge 15 16 Unroll Branch 14 14: Label Branch 16 16: Label BranchConditional 18 13 15 15: Label Branch 19 19: Label LoopMerge 21 22 Unroll Branch 20 20: Label Branch 22 22: Label BranchConditional 18 19 21 21: Label Branch 23 23: Label LoopMerge 25 26 None Branch 24 24: Label 27: 6(float) Load 10(input) 28: 8(fvec4) CompositeConstruct 27 27 27 27 ReturnValue 28 26: Label 30: 6(float) Load 10(input) 32: 17(bool) FOrdGreaterThan 30 31 BranchConditional 32 23 25 25: Label Branch 33 33: Label LoopMerge 35 36 None Branch 34 34: Label 37: 6(float) Load 10(input) 39: 6(float) FAdd 37 38 Store 10(input) 39 Branch 36 36: Label 40: 6(float) Load 10(input) 42: 17(bool) FOrdLessThan 40 41 BranchConditional 42 33 35 35: Label Branch 43 43: Label LoopMerge 45 46 None Branch 44 44: Label Branch 47 47: Label LoopMerge 49 50 None Branch 51 51: Label 52: 6(float) Load 10(input) 53: 6(float) FAdd 52 38 Store 10(input) 53 54: 17(bool) FOrdLessThan 53 41 BranchConditional 54 48 49 48: Label Branch 50 50: Label Branch 47 49: Label Branch 46 46: Label 55: 6(float) Load 10(input) 56: 6(float) FAdd 55 38 Store 10(input) 56 57: 17(bool) FOrdLessThan 56 41 BranchConditional 57 43 45 45: Label 58: 6(float) Load 10(input) 59: 8(fvec4) CompositeConstruct 58 58 58 58 ReturnValue 59 FunctionEnd