hlsl.switch.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in 4-component vector of float) 0:2 'c' ( in int) 0:2 'd' ( in int) 0:? Sequence 0:3 'c' ( in int) 0:7 switch 0:7 condition 0:7 'c' ( in int) 0:7 body 0:7 Sequence 0:9 default: 0:7 Sequence 0:7 Branch: Break 0:12 switch 0:12 condition 0:12 'c' ( in int) 0:12 body 0:12 Sequence 0:13 case: with expression 0:13 Constant: 0:13 1 (const int) 0:? Sequence 0:14 Pre-Increment ( temp 4-component vector of float) 0:14 'input' ( in 4-component vector of float) 0:15 Branch: Break 0:16 case: with expression 0:16 Constant: 0:16 2 (const int) 0:? Sequence 0:17 Pre-Decrement ( temp 4-component vector of float) 0:17 'input' ( in 4-component vector of float) 0:18 Branch: Break 0:21 switch 0:21 condition 0:21 'c' ( in int) 0:21 body 0:21 Sequence 0:22 case: with expression 0:22 Constant: 0:22 1 (const int) 0:? Sequence 0:23 Pre-Increment ( temp 4-component vector of float) 0:23 'input' ( in 4-component vector of float) 0:24 Branch: Break 0:25 case: with expression 0:25 Constant: 0:25 2 (const int) 0:? Sequence 0:26 switch 0:26 condition 0:26 'd' ( in int) 0:26 body 0:26 Sequence 0:27 case: with expression 0:27 Constant: 0:27 2 (const int) 0:? Sequence 0:28 add second child into first child ( temp 4-component vector of float) 0:28 'input' ( in 4-component vector of float) 0:28 Constant: 0:28 2.000000 0:29 Branch: Break 0:30 case: with expression 0:30 Constant: 0:30 3 (const int) 0:? Sequence 0:31 add second child into first child ( temp 4-component vector of float) 0:31 'input' ( in 4-component vector of float) 0:31 Constant: 0:31 3.000000 0:32 Branch: Break 0:34 Branch: Break 0:35 default: 0:? Sequence 0:36 add second child into first child ( temp 4-component vector of float) 0:36 'input' ( in 4-component vector of float) 0:36 Constant: 0:36 4.000000 0:39 switch 0:39 condition 0:39 'c' ( in int) 0:39 body 0:39 Sequence 0:40 case: with expression 0:40 Constant: 0:40 1 (const int) 0:39 Sequence 0:39 Branch: Break 0:43 switch 0:43 condition 0:43 'c' ( in int) 0:43 body 0:43 Sequence 0:44 case: with expression 0:44 Constant: 0:44 1 (const int) 0:45 case: with expression 0:45 Constant: 0:45 2 (const int) 0:46 case: with expression 0:46 Constant: 0:46 3 (const int) 0:? Sequence 0:47 Pre-Increment ( temp 4-component vector of float) 0:47 'input' ( in 4-component vector of float) 0:48 Branch: Break 0:49 case: with expression 0:49 Constant: 0:49 4 (const int) 0:50 case: with expression 0:50 Constant: 0:50 5 (const int) 0:? Sequence 0:51 Pre-Decrement ( temp 4-component vector of float) 0:51 'input' ( in 4-component vector of float) 0:54 Branch: Return with expression 0:54 'input' ( in 4-component vector of float) 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 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) 0:2 move second child to first child ( temp int) 0:? 'c' ( temp int) 0:? 'c' (layout( location=1) flat in int) 0:2 move second child to first child ( temp int) 0:? 'd' ( temp int) 0:? 'd' (layout( location=2) flat in int) 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(vf4;i1;i1; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'c' ( temp int) 0:? 'd' ( temp int) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 'c' (layout( location=1) flat in int) 0:? 'd' (layout( location=2) flat in int) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:2 Function Definition: @PixelShaderFunction(vf4;i1;i1; ( temp 4-component vector of float) 0:2 Function Parameters: 0:2 'input' ( in 4-component vector of float) 0:2 'c' ( in int) 0:2 'd' ( in int) 0:? Sequence 0:3 'c' ( in int) 0:7 switch 0:7 condition 0:7 'c' ( in int) 0:7 body 0:7 Sequence 0:9 default: 0:7 Sequence 0:7 Branch: Break 0:12 switch 0:12 condition 0:12 'c' ( in int) 0:12 body 0:12 Sequence 0:13 case: with expression 0:13 Constant: 0:13 1 (const int) 0:? Sequence 0:14 Pre-Increment ( temp 4-component vector of float) 0:14 'input' ( in 4-component vector of float) 0:15 Branch: Break 0:16 case: with expression 0:16 Constant: 0:16 2 (const int) 0:? Sequence 0:17 Pre-Decrement ( temp 4-component vector of float) 0:17 'input' ( in 4-component vector of float) 0:18 Branch: Break 0:21 switch 0:21 condition 0:21 'c' ( in int) 0:21 body 0:21 Sequence 0:22 case: with expression 0:22 Constant: 0:22 1 (const int) 0:? Sequence 0:23 Pre-Increment ( temp 4-component vector of float) 0:23 'input' ( in 4-component vector of float) 0:24 Branch: Break 0:25 case: with expression 0:25 Constant: 0:25 2 (const int) 0:? Sequence 0:26 switch 0:26 condition 0:26 'd' ( in int) 0:26 body 0:26 Sequence 0:27 case: with expression 0:27 Constant: 0:27 2 (const int) 0:? Sequence 0:28 add second child into first child ( temp 4-component vector of float) 0:28 'input' ( in 4-component vector of float) 0:28 Constant: 0:28 2.000000 0:29 Branch: Break 0:30 case: with expression 0:30 Constant: 0:30 3 (const int) 0:? Sequence 0:31 add second child into first child ( temp 4-component vector of float) 0:31 'input' ( in 4-component vector of float) 0:31 Constant: 0:31 3.000000 0:32 Branch: Break 0:34 Branch: Break 0:35 default: 0:? Sequence 0:36 add second child into first child ( temp 4-component vector of float) 0:36 'input' ( in 4-component vector of float) 0:36 Constant: 0:36 4.000000 0:39 switch 0:39 condition 0:39 'c' ( in int) 0:39 body 0:39 Sequence 0:40 case: with expression 0:40 Constant: 0:40 1 (const int) 0:39 Sequence 0:39 Branch: Break 0:43 switch 0:43 condition 0:43 'c' ( in int) 0:43 body 0:43 Sequence 0:44 case: with expression 0:44 Constant: 0:44 1 (const int) 0:45 case: with expression 0:45 Constant: 0:45 2 (const int) 0:46 case: with expression 0:46 Constant: 0:46 3 (const int) 0:? Sequence 0:47 Pre-Increment ( temp 4-component vector of float) 0:47 'input' ( in 4-component vector of float) 0:48 Branch: Break 0:49 case: with expression 0:49 Constant: 0:49 4 (const int) 0:50 case: with expression 0:50 Constant: 0:50 5 (const int) 0:? Sequence 0:51 Pre-Decrement ( temp 4-component vector of float) 0:51 'input' ( in 4-component vector of float) 0:54 Branch: Return with expression 0:54 'input' ( in 4-component vector of float) 0:2 Function Definition: PixelShaderFunction( ( temp void) 0:2 Function Parameters: 0:? Sequence 0:2 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) 0:2 move second child to first child ( temp int) 0:? 'c' ( temp int) 0:? 'c' (layout( location=1) flat in int) 0:2 move second child to first child ( temp int) 0:? 'd' ( temp int) 0:? 'd' (layout( location=2) flat in int) 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(vf4;i1;i1; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? 'c' ( temp int) 0:? 'd' ( temp int) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 'c' (layout( location=1) flat in int) 0:? 'd' (layout( location=2) flat in int) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 106 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 88 92 95 98 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 15 "@PixelShaderFunction(vf4;i1;i1;" Name 12 "input" Name 13 "c" Name 14 "d" Name 86 "input" Name 88 "input" Name 90 "c" Name 92 "c" Name 94 "d" Name 95 "d" Name 98 "@entryPointOutput" Name 99 "param" Name 101 "param" Name 103 "param" Decorate 88(input) Location 0 Decorate 92(c) Flat Decorate 92(c) Location 1 Decorate 95(d) Flat Decorate 95(d) Location 2 Decorate 98(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Function 7(fvec4) 9: TypeInt 32 1 10: TypePointer Function 9(int) 11: TypeFunction 7(fvec4) 8(ptr) 10(ptr) 10(ptr) 27: 6(float) Constant 1065353216 49: 6(float) Constant 1073741824 54: 6(float) Constant 1077936128 61: 6(float) Constant 1082130432 87: TypePointer Input 7(fvec4) 88(input): 87(ptr) Variable Input 91: TypePointer Input 9(int) 92(c): 91(ptr) Variable Input 95(d): 91(ptr) Variable Input 97: TypePointer Output 7(fvec4) 98(@entryPointOutput): 97(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 86(input): 8(ptr) Variable Function 90(c): 10(ptr) Variable Function 94(d): 10(ptr) Variable Function 99(param): 8(ptr) Variable Function 101(param): 10(ptr) Variable Function 103(param): 10(ptr) Variable Function 89: 7(fvec4) Load 88(input) Store 86(input) 89 93: 9(int) Load 92(c) Store 90(c) 93 96: 9(int) Load 95(d) Store 94(d) 96 100: 7(fvec4) Load 86(input) Store 99(param) 100 102: 9(int) Load 90(c) Store 101(param) 102 104: 9(int) Load 94(d) Store 103(param) 104 105: 7(fvec4) FunctionCall 15(@PixelShaderFunction(vf4;i1;i1;) 99(param) 101(param) 103(param) Store 98(@entryPointOutput) 105 Return FunctionEnd 15(@PixelShaderFunction(vf4;i1;i1;): 7(fvec4) Function None 11 12(input): 8(ptr) FunctionParameter 13(c): 10(ptr) FunctionParameter 14(d): 10(ptr) FunctionParameter 16: Label 17: 9(int) Load 13(c) SelectionMerge 19 None Switch 17 18 18: Label Branch 19 19: Label 22: 9(int) Load 13(c) SelectionMerge 25 None Switch 22 25 case 1: 23 case 2: 24 23: Label 26: 7(fvec4) Load 12(input) 28: 7(fvec4) CompositeConstruct 27 27 27 27 29: 7(fvec4) FAdd 26 28 Store 12(input) 29 Branch 25 24: Label 31: 7(fvec4) Load 12(input) 32: 7(fvec4) CompositeConstruct 27 27 27 27 33: 7(fvec4) FSub 31 32 Store 12(input) 33 Branch 25 25: Label 36: 9(int) Load 13(c) SelectionMerge 40 None Switch 36 39 case 1: 37 case 2: 38 39: Label 62: 7(fvec4) Load 12(input) 63: 7(fvec4) CompositeConstruct 61 61 61 61 64: 7(fvec4) FAdd 62 63 Store 12(input) 64 Branch 40 37: Label 41: 7(fvec4) Load 12(input) 42: 7(fvec4) CompositeConstruct 27 27 27 27 43: 7(fvec4) FAdd 41 42 Store 12(input) 43 Branch 40 38: Label 45: 9(int) Load 14(d) SelectionMerge 48 None Switch 45 48 case 2: 46 case 3: 47 46: Label 50: 7(fvec4) Load 12(input) 51: 7(fvec4) CompositeConstruct 49 49 49 49 52: 7(fvec4) FAdd 50 51 Store 12(input) 52 Branch 48 47: Label 55: 7(fvec4) Load 12(input) 56: 7(fvec4) CompositeConstruct 54 54 54 54 57: 7(fvec4) FAdd 55 56 Store 12(input) 57 Branch 48 48: Label Branch 40 40: Label 66: 9(int) Load 13(c) SelectionMerge 68 None Switch 66 68 case 1: 67 67: Label Branch 68 68: Label 71: 9(int) Load 13(c) SelectionMerge 74 None Switch 71 74 case 1: 72 case 2: 72 case 3: 72 case 4: 73 case 5: 73 72: Label 75: 7(fvec4) Load 12(input) 76: 7(fvec4) CompositeConstruct 27 27 27 27 77: 7(fvec4) FAdd 75 76 Store 12(input) 77 Branch 74 73: Label 79: 7(fvec4) Load 12(input) 80: 7(fvec4) CompositeConstruct 27 27 27 27 81: 7(fvec4) FSub 79 80 Store 12(input) 81 Branch 74 74: Label 83: 7(fvec4) Load 12(input) ReturnValue 83 FunctionEnd