hlsl.struct.frag WARNING: 0:26: 'register' : ignoring shader_profile WARNING: 0:27: 'register' : ignoring shader_profile WARNING: 0:30: 'register' : ignoring shader_profile Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 0:40 Function Parameters: 0:40 'input' ( in 4-component vector of float) 0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Sequence 0:45 Compare Equal ( temp bool) 0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) 0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) 0:46 move second child to first child ( temp 4-component vector of float) 0:46 i: direct index for structure ( temp 4-component vector of float) 0:46 's2' ( global structure{ temp 4-component vector of float i}) 0:46 Constant: 0:46 0 (const int) 0:46 ff4: direct index for structure ( temp 4-component vector of float) 0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:46 Constant: 0:46 7 (const int) 0:50 move second child to first child ( temp structure{}) 0:50 'e' ( temp structure{}) 0:50 e: direct index for structure ( temp structure{}) 0:50 'ce' ( temp structure{ temp structure{} e}) 0:50 Constant: 0:50 0 (const int) 0:52 Branch: Return with expression 0:52 'input' ( in 4-component vector of float) 0:40 Function Definition: PixelShaderFunction( ( temp void) 0:40 Function Parameters: 0:? Sequence 0:40 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) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of float) 0:40 a: direct index for structure ( temp 4-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 0 (const int) 0:40 a: direct index for structure ( smooth temp 4-component vector of float) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 0 (const int) 0:40 move second child to first child ( temp bool) 0:40 b: direct index for structure ( temp bool) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 1 (const int) 0:40 b: direct index for structure ( flat temp bool) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 1 (const int) 0:40 move second child to first child ( temp 1-component vector of float) 0:40 c: direct index for structure ( temp 1-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 2 (const int) 0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 2 (const int) 0:40 move second child to first child ( temp 2-component vector of float) 0:40 d: direct index for structure ( temp 2-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 3 (const int) 0:40 d: direct index for structure ( centroid sample temp 2-component vector of float) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 3 (const int) 0:40 move second child to first child ( temp bool) 0:40 ff1: direct index for structure ( temp bool) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 4 (const int) 0:? 's_ff1' ( flat in bool Face) 0:40 move second child to first child ( temp bool) 0:40 ff2: direct index for structure ( temp bool) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 5 (const int) 0:40 ff2: direct index for structure ( flat temp bool) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 4 (const int) 0:40 move second child to first child ( temp bool) 0:40 ff3: direct index for structure ( temp bool) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 6 (const int) 0:40 ff3: direct index for structure ( flat temp bool) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 5 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:40 ff4: direct index for structure ( temp 4-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 7 (const int) 0:40 ff4: direct index for structure ( temp 4-component vector of float) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 6 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) 0:? 's2' ( global structure{ temp 4-component vector of float i}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:? 's_ff1' ( flat in bool Face) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 0:40 Function Parameters: 0:40 'input' ( in 4-component vector of float) 0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Sequence 0:45 Compare Equal ( temp bool) 0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) 0:45 's3' ( temp structure{ temp 3-component vector of bool b3}) 0:46 move second child to first child ( temp 4-component vector of float) 0:46 i: direct index for structure ( temp 4-component vector of float) 0:46 's2' ( global structure{ temp 4-component vector of float i}) 0:46 Constant: 0:46 0 (const int) 0:46 ff4: direct index for structure ( temp 4-component vector of float) 0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:46 Constant: 0:46 7 (const int) 0:50 move second child to first child ( temp structure{}) 0:50 'e' ( temp structure{}) 0:50 e: direct index for structure ( temp structure{}) 0:50 'ce' ( temp structure{ temp structure{} e}) 0:50 Constant: 0:50 0 (const int) 0:52 Branch: Return with expression 0:52 'input' ( in 4-component vector of float) 0:40 Function Definition: PixelShaderFunction( ( temp void) 0:40 Function Parameters: 0:? Sequence 0:40 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) 0:40 Sequence 0:40 move second child to first child ( temp 4-component vector of float) 0:40 a: direct index for structure ( temp 4-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 0 (const int) 0:40 a: direct index for structure ( smooth temp 4-component vector of float) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 0 (const int) 0:40 move second child to first child ( temp bool) 0:40 b: direct index for structure ( temp bool) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 1 (const int) 0:40 b: direct index for structure ( flat temp bool) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 1 (const int) 0:40 move second child to first child ( temp 1-component vector of float) 0:40 c: direct index for structure ( temp 1-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 2 (const int) 0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 2 (const int) 0:40 move second child to first child ( temp 2-component vector of float) 0:40 d: direct index for structure ( temp 2-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 3 (const int) 0:40 d: direct index for structure ( centroid sample temp 2-component vector of float) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 3 (const int) 0:40 move second child to first child ( temp bool) 0:40 ff1: direct index for structure ( temp bool) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 4 (const int) 0:? 's_ff1' ( flat in bool Face) 0:40 move second child to first child ( temp bool) 0:40 ff2: direct index for structure ( temp bool) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 5 (const int) 0:40 ff2: direct index for structure ( flat temp bool) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 4 (const int) 0:40 move second child to first child ( temp bool) 0:40 ff3: direct index for structure ( temp bool) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 6 (const int) 0:40 ff3: direct index for structure ( flat temp bool) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 5 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:40 ff4: direct index for structure ( temp 4-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 7 (const int) 0:40 ff4: direct index for structure ( temp 4-component vector of float) 0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:40 Constant: 0:40 6 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) 0:? 's2' ( global structure{ temp 4-component vector of float i}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4}) 0:? 's_ff1' ( flat in bool Face) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 105 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 51 56 79 94 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 11 "IN_S" MemberName 11(IN_S) 0 "a" MemberName 11(IN_S) 1 "b" MemberName 11(IN_S) 2 "c" MemberName 11(IN_S) 3 "d" MemberName 11(IN_S) 4 "ff1" MemberName 11(IN_S) 5 "ff2" MemberName 11(IN_S) 6 "ff3" MemberName 11(IN_S) 7 "ff4" Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;" Name 14 "input" Name 15 "s" Name 19 "FS" MemberName 19(FS) 0 "b3" Name 21 "s3" Name 28 "" MemberName 28 0 "i" Name 30 "s2" Name 38 "empty" Name 40 "e" Name 41 "containEmpty" MemberName 41(containEmpty) 0 "e" Name 43 "ce" Name 49 "input" Name 51 "input" Name 53 "s" Name 54 "IN_S" MemberName 54(IN_S) 0 "a" MemberName 54(IN_S) 1 "b" MemberName 54(IN_S) 2 "c" MemberName 54(IN_S) 3 "d" MemberName 54(IN_S) 4 "ff2" MemberName 54(IN_S) 5 "ff3" MemberName 54(IN_S) 6 "ff4" Name 56 "s" Name 79 "s_ff1" Name 94 "@entryPointOutput" Name 95 "param" Name 97 "param" Name 101 "myS" MemberName 101(myS) 0 "b" MemberName 101(myS) 1 "c" MemberName 101(myS) 2 "a" MemberName 101(myS) 3 "d" Name 102 "$Global" MemberName 102($Global) 0 "s1" MemberName 102($Global) 1 "ff5" MemberName 102($Global) 2 "ff6" Name 104 "" Decorate 51(input) Location 0 MemberDecorate 54(IN_S) 1 Flat MemberDecorate 54(IN_S) 2 NoPerspective MemberDecorate 54(IN_S) 2 Centroid MemberDecorate 54(IN_S) 3 Centroid MemberDecorate 54(IN_S) 4 Flat MemberDecorate 54(IN_S) 5 Flat Decorate 56(s) Location 1 Decorate 79(s_ff1) Flat Decorate 79(s_ff1) BuiltIn FrontFacing Decorate 94(@entryPointOutput) Location 0 MemberDecorate 101(myS) 0 Offset 0 MemberDecorate 101(myS) 1 Offset 4 MemberDecorate 101(myS) 2 Offset 16 MemberDecorate 101(myS) 3 Offset 32 MemberDecorate 102($Global) 0 Offset 0 MemberDecorate 102($Global) 1 Offset 1620 MemberDecorate 102($Global) 2 Offset 1636 Decorate 102($Global) Block Decorate 104 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeBool 10: TypeVector 6(float) 2 11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4) 12: TypePointer Function 11(IN_S) 13: TypeFunction 7(fvec4) 8(ptr) 12(ptr) 18: TypeVector 9(bool) 3 19(FS): TypeStruct 18(bvec3) 20: TypePointer Function 19(FS) 28: TypeStruct 7(fvec4) 29: TypePointer Private 28(struct) 30(s2): 29(ptr) Variable Private 31: TypeInt 32 1 32: 31(int) Constant 0 33: 31(int) Constant 7 36: TypePointer Private 7(fvec4) 38(empty): TypeStruct 39: TypePointer Function 38(empty) 41(containEmpty): TypeStruct 38(empty) 42: TypePointer Function 41(containEmpty) 50: TypePointer Input 7(fvec4) 51(input): 50(ptr) Variable Input 54(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 7(fvec4) 55: TypePointer Input 54(IN_S) 56(s): 55(ptr) Variable Input 60: 31(int) Constant 1 61: TypePointer Input 9(bool) 64: TypePointer Function 9(bool) 66: 31(int) Constant 2 67: TypePointer Input 6(float) 70: TypePointer Function 6(float) 72: 31(int) Constant 3 73: TypePointer Input 10(fvec2) 76: TypePointer Function 10(fvec2) 78: 31(int) Constant 4 79(s_ff1): 61(ptr) Variable Input 82: 31(int) Constant 5 86: 31(int) Constant 6 93: TypePointer Output 7(fvec4) 94(@entryPointOutput): 93(ptr) Variable Output 100: TypeInt 32 0 101(myS): TypeStruct 100(int) 100(int) 7(fvec4) 7(fvec4) 102($Global): TypeStruct 101(myS) 6(float) 6(float) 103: TypePointer Uniform 102($Global) 104: 103(ptr) Variable Uniform 4(PixelShaderFunction): 2 Function None 3 5: Label 49(input): 8(ptr) Variable Function 53(s): 12(ptr) Variable Function 95(param): 8(ptr) Variable Function 97(param): 12(ptr) Variable Function 52: 7(fvec4) Load 51(input) Store 49(input) 52 57: 50(ptr) AccessChain 56(s) 32 58: 7(fvec4) Load 57 59: 8(ptr) AccessChain 53(s) 32 Store 59 58 62: 61(ptr) AccessChain 56(s) 60 63: 9(bool) Load 62 65: 64(ptr) AccessChain 53(s) 60 Store 65 63 68: 67(ptr) AccessChain 56(s) 66 69: 6(float) Load 68 71: 70(ptr) AccessChain 53(s) 66 Store 71 69 74: 73(ptr) AccessChain 56(s) 72 75: 10(fvec2) Load 74 77: 76(ptr) AccessChain 53(s) 72 Store 77 75 80: 9(bool) Load 79(s_ff1) 81: 64(ptr) AccessChain 53(s) 78 Store 81 80 83: 61(ptr) AccessChain 56(s) 78 84: 9(bool) Load 83 85: 64(ptr) AccessChain 53(s) 82 Store 85 84 87: 61(ptr) AccessChain 56(s) 82 88: 9(bool) Load 87 89: 64(ptr) AccessChain 53(s) 86 Store 89 88 90: 50(ptr) AccessChain 56(s) 86 91: 7(fvec4) Load 90 92: 8(ptr) AccessChain 53(s) 33 Store 92 91 96: 7(fvec4) Load 49(input) Store 95(param) 96 98: 11(IN_S) Load 53(s) Store 97(param) 98 99: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 95(param) 97(param) Store 94(@entryPointOutput) 99 Return FunctionEnd 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13 14(input): 8(ptr) FunctionParameter 15(s): 12(ptr) FunctionParameter 17: Label 21(s3): 20(ptr) Variable Function 40(e): 39(ptr) Variable Function 43(ce): 42(ptr) Variable Function 22: 19(FS) Load 21(s3) 23: 19(FS) Load 21(s3) 24: 18(bvec3) CompositeExtract 22 0 25: 18(bvec3) CompositeExtract 23 0 26: 18(bvec3) LogicalEqual 24 25 27: 9(bool) All 26 34: 8(ptr) AccessChain 15(s) 33 35: 7(fvec4) Load 34 37: 36(ptr) AccessChain 30(s2) 32 Store 37 35 44: 39(ptr) AccessChain 43(ce) 32 45: 38(empty) Load 44 Store 40(e) 45 46: 7(fvec4) Load 14(input) ReturnValue 46 FunctionEnd