hlsl.partialInit.frag WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'gv' ( global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence 0:9 move second child to first child ( temp 3-element array of float) 0:9 'gfa' ( global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Parameters: 0:18 'input' ( in 4-component vector of float) 0:? Sequence 0:19 Sequence 0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 3 (const int) 0:19 0.000000 0:19 false (const bool) 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:21 move second child to first child ( temp 4-component vector of float) 0:21 v: direct index for structure ( temp 4-component vector of float) 0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) 0:21 vector-scale ( temp 4-component vector of float) 0:21 'gv' ( global 4-component vector of float) 0:21 direct index ( temp float) 0:21 'gfa' ( global 3-element array of float) 0:21 Constant: 0:21 2 (const int) 0:22 Sequence 0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 Constant: 0:22 0 (const int) 0:22 0.000000 0:22 false (const bool) 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:23 Sequence 0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 Constant: 0:23 0 (const int) 0:23 0.000000 0:23 false (const bool) 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 Constant: 0:24 0 (const int) 0:24 0.000000 0:24 false (const bool) 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:25 move second child to first child ( temp bool) 0:25 c: direct index for structure ( temp bool) 0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:25 c: direct index for structure ( temp bool) 0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:26 Sequence 0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 Constant: 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0 (const int) 0:26 0.000000 0:26 false (const bool) 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 false (const bool) 0:28 Sequence 0:28 move second child to first child ( temp 4-element array of 2-component vector of float) 0:28 'gf2a' ( temp 4-element array of 2-component vector of float) 0:28 Constant: 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp int) 0:29 'cgi' ( temp int) 0:29 Constant: 0:29 0 (const int) 0:30 move second child to first child ( temp float) 0:30 b: direct index for structure ( temp float) 0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:30 Constant: 0:30 1 (const int) 0:30 component-wise multiply ( temp float) 0:30 direct index ( temp float) 0:30 direct index ( temp 2-component vector of float) 0:30 'gf2a' ( temp 4-element array of 2-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) 0:30 Convert int to float ( temp float) 0:30 'cgi' ( temp int) 0:32 Branch: Return with expression 0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Definition: PixelShaderFunction( ( temp void) 0:18 Function Parameters: 0:? Sequence 0:18 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) 0:18 Sequence 0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:? 'input' ( temp 4-component vector of float) 0:18 move second child to first child ( temp int) 0:? 'a' (layout( location=0) out int) 0:18 a: direct index for structure ( temp int) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 0 (const int) 0:18 move second child to first child ( temp float) 0:? 'b' (layout( location=1) out float) 0:18 b: direct index for structure ( temp float) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 1 (const int) 0:18 move second child to first child ( temp bool) 0:? 'c' (layout( location=2) out bool) 0:18 c: direct index for structure ( temp bool) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 2 (const int) 0:18 move second child to first child ( temp 4-component vector of float) 0:? 'v' (layout( location=3) out 4-component vector of float) 0:18 v: direct index for structure ( temp 4-component vector of float) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 3 (const int) 0:? Linker Objects 0:? 'gv' ( global 4-component vector of float) 0:? 'gfa' ( global 3-element array of float) 0:? 'a' (layout( location=0) out int) 0:? 'b' (layout( location=1) out float) 0:? 'c' (layout( location=2) out bool) 0:? 'v' (layout( location=3) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 'cgf2a' ( const 3-element array of 2-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'ci' ( const int) 0:? 0 (const int) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 'gv' ( global 4-component vector of float) 0:8 Constant: 0:8 0.000000 0:8 0.000000 0:8 1.000000 0:8 0.000000 0:9 Sequence 0:9 move second child to first child ( temp 3-element array of float) 0:9 'gfa' ( global 3-element array of float) 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Parameters: 0:18 'input' ( in 4-component vector of float) 0:? Sequence 0:19 Sequence 0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:19 Constant: 0:19 3 (const int) 0:19 0.000000 0:19 false (const bool) 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:19 0.000000 0:21 move second child to first child ( temp 4-component vector of float) 0:21 v: direct index for structure ( temp 4-component vector of float) 0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:21 Constant: 0:21 3 (const int) 0:21 vector-scale ( temp 4-component vector of float) 0:21 'gv' ( global 4-component vector of float) 0:21 direct index ( temp float) 0:21 'gfa' ( global 3-element array of float) 0:21 Constant: 0:21 2 (const int) 0:22 Sequence 0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:22 Constant: 0:22 0 (const int) 0:22 0.000000 0:22 false (const bool) 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:22 0.000000 0:23 Sequence 0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:23 Constant: 0:23 0 (const int) 0:23 0.000000 0:23 false (const bool) 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:23 0.000000 0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:24 Constant: 0:24 0 (const int) 0:24 0.000000 0:24 false (const bool) 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:24 0.000000 0:25 move second child to first child ( temp bool) 0:25 c: direct index for structure ( temp bool) 0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:25 c: direct index for structure ( temp bool) 0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:25 Constant: 0:25 2 (const int) 0:26 Sequence 0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 0:26 Constant: 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0 (const int) 0:26 0.000000 0:26 false (const bool) 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 0.000000 0:26 false (const bool) 0:28 Sequence 0:28 move second child to first child ( temp 4-element array of 2-component vector of float) 0:28 'gf2a' ( temp 4-element array of 2-component vector of float) 0:28 Constant: 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:28 0.000000 0:29 Sequence 0:29 move second child to first child ( temp int) 0:29 'cgi' ( temp int) 0:29 Constant: 0:29 0 (const int) 0:30 move second child to first child ( temp float) 0:30 b: direct index for structure ( temp float) 0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:30 Constant: 0:30 1 (const int) 0:30 component-wise multiply ( temp float) 0:30 direct index ( temp float) 0:30 direct index ( temp 2-component vector of float) 0:30 'gf2a' ( temp 4-element array of 2-component vector of float) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) 0:30 Convert int to float ( temp float) 0:30 'cgi' ( temp int) 0:32 Branch: Return with expression 0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Definition: PixelShaderFunction( ( temp void) 0:18 Function Parameters: 0:? Sequence 0:18 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) 0:18 Sequence 0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:? 'input' ( temp 4-component vector of float) 0:18 move second child to first child ( temp int) 0:? 'a' (layout( location=0) out int) 0:18 a: direct index for structure ( temp int) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 0 (const int) 0:18 move second child to first child ( temp float) 0:? 'b' (layout( location=1) out float) 0:18 b: direct index for structure ( temp float) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 1 (const int) 0:18 move second child to first child ( temp bool) 0:? 'c' (layout( location=2) out bool) 0:18 c: direct index for structure ( temp bool) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 2 (const int) 0:18 move second child to first child ( temp 4-component vector of float) 0:? 'v' (layout( location=3) out 4-component vector of float) 0:18 v: direct index for structure ( temp 4-component vector of float) 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 0:18 Constant: 0:18 3 (const int) 0:? Linker Objects 0:? 'gv' ( global 4-component vector of float) 0:? 'gfa' ( global 3-element array of float) 0:? 'a' (layout( location=0) out int) 0:? 'b' (layout( location=1) out float) 0:? 'c' (layout( location=2) out bool) 0:? 'v' (layout( location=3) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 'cgf2a' ( const 3-element array of 2-component vector of float) 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 'ci' ( const int) 0:? 0 (const int) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 104 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 80 87 91 95 99 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 11 "outs" MemberName 11(outs) 0 "a" MemberName 11(outs) 1 "b" MemberName 11(outs) 2 "c" MemberName 11(outs) 3 "v" Name 14 "@PixelShaderFunction(vf4;" Name 13 "input" Name 17 "gv" Name 25 "gfa" Name 28 "o2" Name 33 "o4" Name 41 "o1" Name 44 "o3" Name 51 "Nest" MemberName 51(Nest) 0 "m" MemberName 51(Nest) 1 "os" MemberName 51(Nest) 2 "b" Name 53 "nest" Name 61 "gf2a" Name 65 "cgi" Name 78 "input" Name 80 "input" Name 82 "flattenTemp" Name 83 "param" Name 87 "a" Name 91 "b" Name 95 "c" Name 99 "v" Decorate 80(input) Location 0 Decorate 87(a) Location 0 Decorate 91(b) Location 1 Decorate 95(c) Location 2 Decorate 99(v) Location 3 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeInt 32 1 10: TypeBool 11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4) 12: TypeFunction 11(outs) 8(ptr) 16: TypePointer Private 7(fvec4) 17(gv): 16(ptr) Variable Private 18: 6(float) Constant 0 19: 6(float) Constant 1065353216 20: 7(fvec4) ConstantComposite 18 18 19 18 21: TypeInt 32 0 22: 21(int) Constant 3 23: TypeArray 6(float) 22 24: TypePointer Private 23 25(gfa): 24(ptr) Variable Private 26: 23 ConstantComposite 18 18 18 27: TypePointer Function 11(outs) 29: 9(int) Constant 3 30: 10(bool) ConstantFalse 31: 7(fvec4) ConstantComposite 18 18 18 18 32: 11(outs) ConstantComposite 29 18 30 31 35: 9(int) Constant 2 36: TypePointer Private 6(float) 42: 9(int) Constant 0 43: 11(outs) ConstantComposite 42 18 30 31 45: TypePointer Function 10(bool) 49: TypeVector 6(float) 3 50: TypeMatrix 49(fvec3) 4 51(Nest): TypeStruct 50 11(outs) 10(bool) 52: TypePointer Function 51(Nest) 54: 49(fvec3) ConstantComposite 18 18 18 55: 50 ConstantComposite 54 54 54 54 56: 51(Nest) ConstantComposite 55 43 30 57: TypeVector 6(float) 2 58: 21(int) Constant 4 59: TypeArray 57(fvec2) 58 60: TypePointer Function 59 62: 57(fvec2) ConstantComposite 18 18 63: 59 ConstantComposite 62 62 62 62 64: TypePointer Function 9(int) 66: 9(int) Constant 1 67: 21(int) Constant 1 68: TypePointer Function 6(float) 79: TypePointer Input 7(fvec4) 80(input): 79(ptr) Variable Input 86: TypePointer Output 9(int) 87(a): 86(ptr) Variable Output 90: TypePointer Output 6(float) 91(b): 90(ptr) Variable Output 94: TypePointer Output 10(bool) 95(c): 94(ptr) Variable Output 98: TypePointer Output 7(fvec4) 99(v): 98(ptr) Variable Output 102: TypeArray 57(fvec2) 22 103: 102 ConstantComposite 62 62 62 4(PixelShaderFunction): 2 Function None 3 5: Label 78(input): 8(ptr) Variable Function 82(flattenTemp): 27(ptr) Variable Function 83(param): 8(ptr) Variable Function Store 17(gv) 20 Store 25(gfa) 26 81: 7(fvec4) Load 80(input) Store 78(input) 81 84: 7(fvec4) Load 78(input) Store 83(param) 84 85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param) Store 82(flattenTemp) 85 88: 64(ptr) AccessChain 82(flattenTemp) 42 89: 9(int) Load 88 Store 87(a) 89 92: 68(ptr) AccessChain 82(flattenTemp) 66 93: 6(float) Load 92 Store 91(b) 93 96: 45(ptr) AccessChain 82(flattenTemp) 35 97: 10(bool) Load 96 Store 95(c) 97 100: 8(ptr) AccessChain 82(flattenTemp) 29 101: 7(fvec4) Load 100 Store 99(v) 101 Return FunctionEnd 14(@PixelShaderFunction(vf4;): 11(outs) Function None 12 13(input): 8(ptr) FunctionParameter 15: Label 28(o2): 27(ptr) Variable Function 33(o4): 27(ptr) Variable Function 41(o1): 27(ptr) Variable Function 44(o3): 27(ptr) Variable Function 53(nest): 52(ptr) Variable Function 61(gf2a): 60(ptr) Variable Function 65(cgi): 64(ptr) Variable Function Store 28(o2) 32 34: 7(fvec4) Load 17(gv) 37: 36(ptr) AccessChain 25(gfa) 35 38: 6(float) Load 37 39: 7(fvec4) VectorTimesScalar 34 38 40: 8(ptr) AccessChain 33(o4) 29 Store 40 39 Store 41(o1) 43 Store 44(o3) 43 Store 33(o4) 43 46: 45(ptr) AccessChain 41(o1) 35 47: 10(bool) Load 46 48: 45(ptr) AccessChain 33(o4) 35 Store 48 47 Store 53(nest) 56 Store 61(gf2a) 63 Store 65(cgi) 42 69: 68(ptr) AccessChain 61(gf2a) 35 67 70: 6(float) Load 69 71: 9(int) Load 65(cgi) 72: 6(float) ConvertSToF 71 73: 6(float) FMul 70 72 74: 68(ptr) AccessChain 33(o4) 66 Store 74 73 75: 11(outs) Load 33(o4) ReturnValue 75 FunctionEnd