hlsl.logical.binary.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence 0:13 Test condition and select ( temp void) 0:13 Condition 0:13 logical-and ( temp bool) 0:13 Convert int to bool ( temp bool) 0:13 ival: direct index for structure ( uniform int) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:13 Convert int to bool ( temp bool) 0:13 Convert float to int ( temp int) 0:13 fval: direct index for structure ( uniform float) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null 0:14 Test condition and select ( temp void) 0:14 Condition 0:14 logical-or ( temp bool) 0:14 Convert int to bool ( temp bool) 0:14 ival: direct index for structure ( uniform int) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) 0:14 Convert int to bool ( temp bool) 0:14 Convert float to int ( temp int) 0:14 fval: direct index for structure ( uniform float) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null 0:17 move second child to first child ( temp 4-component vector of float) 0:17 Color: direct index for structure ( temp 4-component vector of float) 0:17 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:17 Constant: 0:17 0 (const int) 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 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:12 Color: direct index for structure ( temp 4-component vector of float) 0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Parameters: 0:? Sequence 0:13 Test condition and select ( temp void) 0:13 Condition 0:13 logical-and ( temp bool) 0:13 Convert int to bool ( temp bool) 0:13 ival: direct index for structure ( uniform int) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:13 Convert int to bool ( temp bool) 0:13 Convert float to int ( temp int) 0:13 fval: direct index for structure ( uniform float) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null 0:14 Test condition and select ( temp void) 0:14 Condition 0:14 logical-or ( temp bool) 0:14 Convert int to bool ( temp bool) 0:14 ival: direct index for structure ( uniform int) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) 0:14 Convert int to bool ( temp bool) 0:14 Convert float to int ( temp int) 0:14 fval: direct index for structure ( uniform float) 0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null 0:17 move second child to first child ( temp 4-component vector of float) 0:17 Color: direct index for structure ( temp 4-component vector of float) 0:17 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:17 Constant: 0:17 0 (const int) 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 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:12 Function Definition: main( ( temp void) 0:12 Function Parameters: 0:? Sequence 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:12 Color: direct index for structure ( temp 4-component vector of float) 0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 57 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 54 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" Name 10 "@main(" Name 14 "$Global" MemberName 14($Global) 0 "ival" MemberName 14($Global) 1 "ival4" MemberName 14($Global) 2 "fval" MemberName 14($Global) 3 "fval4" Name 16 "" Name 45 "psout" Name 54 "Color" MemberDecorate 14($Global) 0 Offset 0 MemberDecorate 14($Global) 1 Offset 16 MemberDecorate 14($Global) 2 Offset 32 MemberDecorate 14($Global) 3 Offset 48 Decorate 14($Global) Block Decorate 16 DescriptorSet 0 Decorate 54(Color) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 9: TypeFunction 8(PS_OUTPUT) 12: TypeInt 32 1 13: TypeVector 12(int) 4 14($Global): TypeStruct 12(int) 13(ivec4) 6(float) 7(fvec4) 15: TypePointer Uniform 14($Global) 16: 15(ptr) Variable Uniform 17: 12(int) Constant 0 18: TypePointer Uniform 12(int) 21: TypeBool 22: TypeInt 32 0 23: 22(int) Constant 0 25: 12(int) Constant 2 26: TypePointer Uniform 6(float) 44: TypePointer Function 8(PS_OUTPUT) 46: 6(float) Constant 1065353216 47: 7(fvec4) ConstantComposite 46 46 46 46 48: TypePointer Function 7(fvec4) 53: TypePointer Output 7(fvec4) 54(Color): 53(ptr) Variable Output 4(main): 2 Function None 3 5: Label 55:8(PS_OUTPUT) FunctionCall 10(@main() 56: 7(fvec4) CompositeExtract 55 0 Store 54(Color) 56 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 45(psout): 44(ptr) Variable Function 19: 18(ptr) AccessChain 16 17 20: 12(int) Load 19 24: 21(bool) INotEqual 20 23 27: 26(ptr) AccessChain 16 25 28: 6(float) Load 27 29: 12(int) ConvertFToS 28 30: 21(bool) INotEqual 29 23 31: 21(bool) LogicalAnd 24 30 SelectionMerge 33 None BranchConditional 31 32 33 32: Label Branch 33 33: Label 34: 18(ptr) AccessChain 16 17 35: 12(int) Load 34 36: 21(bool) INotEqual 35 23 37: 26(ptr) AccessChain 16 25 38: 6(float) Load 37 39: 12(int) ConvertFToS 38 40: 21(bool) INotEqual 39 23 41: 21(bool) LogicalOr 36 40 SelectionMerge 43 None BranchConditional 41 42 43 42: Label Branch 43 43: Label 49: 48(ptr) AccessChain 45(psout) 17 Store 49 47 50:8(PS_OUTPUT) Load 45(psout) ReturnValue 50 FunctionEnd