hlsl.type.identifier.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:6 Function Definition: fn(f1; ( temp float) 0:6 Function Parameters: 0:6 'float' ( in float) 0:? Sequence 0:6 Branch: Return with expression 0:6 'float' ( in float) 0:9 Function Definition: @main( ( temp 4-component vector of float) 0:9 Function Parameters: 0:? Sequence 0:10 Sequence 0:10 move second child to first child ( temp float) 0:10 'float' ( temp float) 0:10 Constant: 0:10 7.000000 0:11 Sequence 0:11 move second child to first child ( temp 2-element array of bool) 0:11 'bool' ( temp 2-element array of bool) 0:11 Construct bool ( temp 2-element array of bool) 0:11 Convert float to bool ( temp bool) 0:11 'float' ( temp float) 0:11 Convert float to bool ( temp bool) 0:11 'float' ( temp float) 0:12 Sequence 0:12 move second child to first child ( temp int) 0:12 'int' ( temp int) 0:12 Convert bool to int ( temp int) 0:12 direct index ( temp bool) 0:12 'bool' ( temp 2-element array of bool) 0:12 Constant: 0:12 1 (const int) 0:13 Sequence 0:13 move second child to first child ( temp uint) 0:13 'uint' ( temp uint) 0:13 Convert float to uint ( temp uint) 0:13 add ( temp float) 0:13 'float' ( temp float) 0:13 Convert int to float ( temp float) 0:13 'int' ( temp int) 0:14 Sequence 0:14 move second child to first child ( temp mediump float) 0:14 'min16float' ( temp mediump float) 0:14 Convert uint to float ( temp mediump float) 0:14 'uint' ( temp mediump uint) 0:15 Sequence 0:15 move second child to first child ( temp mediump float) 0:15 'min10float' ( temp mediump float) 0:15 'min16float' ( temp mediump float) 0:16 Sequence 0:16 move second child to first child ( temp float) 0:16 'half' ( temp float) 0:16 Constant: 0:16 0.500000 0:? Sequence 0:20 move second child to first child ( temp float) 0:20 float: direct index for structure ( temp float) 0:20 'float' ( temp structure{ temp float float}) 0:20 Constant: 0:20 0 (const int) 0:20 Constant: 0:20 42.000000 0:23 move second child to first child ( temp bool) 0:23 direct index ( temp bool) 0:23 'bool' ( temp 2-element array of bool) 0:23 Constant: 0:23 0 (const int) 0:23 direct index ( temp bool) 0:23 'bool' ( temp 2-element array of bool) 0:23 Constant: 0:23 1 (const int) 0:25 move second child to first child ( temp mediump float) 0:25 'float' ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 'float' ( temp mediump float) 0:25 Convert int to float ( temp mediump float) 0:25 'int' ( temp mediump int) 0:25 Convert uint to float ( temp mediump float) 0:25 'uint' ( temp mediump uint) 0:25 'min16float' ( temp mediump float) 0:25 'min10float' ( temp mediump float) 0:25 Test condition and select ( temp mediump float) 0:25 Condition 0:25 direct index ( temp bool) 0:25 'bool' ( temp 2-element array of bool) 0:25 Constant: 0:25 0 (const int) 0:25 true case 0:25 Convert int to float ( temp mediump float) 0:25 'int' ( temp mediump int) 0:25 false case 0:25 'float' ( temp mediump float) 0:25 Function Call: fn(f1; ( temp mediump float) 0:25 'float' ( temp mediump float) 0:28 move second child to first child ( temp float) 0:28 direct index ( temp float) 0:28 direct index ( temp 3-component vector of float) 0:28 'half2x3' ( temp 2X3 matrix of float) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: 0:28 0 (const int) 0:28 component-wise multiply ( temp float) 0:28 'float' ( temp float) 0:28 'float' ( temp float) 0:30 Branch: Return with expression 0:30 Construct vec4 ( temp 4-component vector of float) 0:30 add ( temp float) 0:30 'float' ( temp float) 0:30 direct index ( temp float) 0:30 direct index ( temp 3-component vector of float) 0:30 'half2x3' ( temp 2X3 matrix of float) 0:30 Constant: 0:30 0 (const int) 0:30 Constant: 0:30 0 (const int) 0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence 0:9 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:9 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:6 Function Definition: fn(f1; ( temp float) 0:6 Function Parameters: 0:6 'float' ( in float) 0:? Sequence 0:6 Branch: Return with expression 0:6 'float' ( in float) 0:9 Function Definition: @main( ( temp 4-component vector of float) 0:9 Function Parameters: 0:? Sequence 0:10 Sequence 0:10 move second child to first child ( temp float) 0:10 'float' ( temp float) 0:10 Constant: 0:10 7.000000 0:11 Sequence 0:11 move second child to first child ( temp 2-element array of bool) 0:11 'bool' ( temp 2-element array of bool) 0:11 Construct bool ( temp 2-element array of bool) 0:11 Convert float to bool ( temp bool) 0:11 'float' ( temp float) 0:11 Convert float to bool ( temp bool) 0:11 'float' ( temp float) 0:12 Sequence 0:12 move second child to first child ( temp int) 0:12 'int' ( temp int) 0:12 Convert bool to int ( temp int) 0:12 direct index ( temp bool) 0:12 'bool' ( temp 2-element array of bool) 0:12 Constant: 0:12 1 (const int) 0:13 Sequence 0:13 move second child to first child ( temp uint) 0:13 'uint' ( temp uint) 0:13 Convert float to uint ( temp uint) 0:13 add ( temp float) 0:13 'float' ( temp float) 0:13 Convert int to float ( temp float) 0:13 'int' ( temp int) 0:14 Sequence 0:14 move second child to first child ( temp mediump float) 0:14 'min16float' ( temp mediump float) 0:14 Convert uint to float ( temp mediump float) 0:14 'uint' ( temp mediump uint) 0:15 Sequence 0:15 move second child to first child ( temp mediump float) 0:15 'min10float' ( temp mediump float) 0:15 'min16float' ( temp mediump float) 0:16 Sequence 0:16 move second child to first child ( temp float) 0:16 'half' ( temp float) 0:16 Constant: 0:16 0.500000 0:? Sequence 0:20 move second child to first child ( temp float) 0:20 float: direct index for structure ( temp float) 0:20 'float' ( temp structure{ temp float float}) 0:20 Constant: 0:20 0 (const int) 0:20 Constant: 0:20 42.000000 0:23 move second child to first child ( temp bool) 0:23 direct index ( temp bool) 0:23 'bool' ( temp 2-element array of bool) 0:23 Constant: 0:23 0 (const int) 0:23 direct index ( temp bool) 0:23 'bool' ( temp 2-element array of bool) 0:23 Constant: 0:23 1 (const int) 0:25 move second child to first child ( temp mediump float) 0:25 'float' ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 add ( temp mediump float) 0:25 'float' ( temp mediump float) 0:25 Convert int to float ( temp mediump float) 0:25 'int' ( temp mediump int) 0:25 Convert uint to float ( temp mediump float) 0:25 'uint' ( temp mediump uint) 0:25 'min16float' ( temp mediump float) 0:25 'min10float' ( temp mediump float) 0:25 Test condition and select ( temp mediump float) 0:25 Condition 0:25 direct index ( temp bool) 0:25 'bool' ( temp 2-element array of bool) 0:25 Constant: 0:25 0 (const int) 0:25 true case 0:25 Convert int to float ( temp mediump float) 0:25 'int' ( temp mediump int) 0:25 false case 0:25 'float' ( temp mediump float) 0:25 Function Call: fn(f1; ( temp mediump float) 0:25 'float' ( temp mediump float) 0:28 move second child to first child ( temp float) 0:28 direct index ( temp float) 0:28 direct index ( temp 3-component vector of float) 0:28 'half2x3' ( temp 2X3 matrix of float) 0:28 Constant: 0:28 0 (const int) 0:28 Constant: 0:28 0 (const int) 0:28 component-wise multiply ( temp float) 0:28 'float' ( temp float) 0:28 'float' ( temp float) 0:30 Branch: Return with expression 0:30 Construct vec4 ( temp 4-component vector of float) 0:30 add ( temp float) 0:30 'float' ( temp float) 0:30 direct index ( temp float) 0:30 direct index ( temp 3-component vector of float) 0:30 'half2x3' ( temp 2X3 matrix of float) 0:30 Constant: 0:30 0 (const int) 0:30 Constant: 0:30 0 (const int) 0:9 Function Definition: main( ( temp void) 0:9 Function Parameters: 0:? Sequence 0:9 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:9 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 109 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 107 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 10 "fn(f1;" Name 9 "float" Name 14 "@main(" Name 19 "float" Name 26 "bool" Name 35 "int" Name 43 "uint" Name 49 "min16float" Name 52 "min10float" Name 54 "half" Name 56 "foo_t" MemberName 56(foo_t) 0 "float" Name 58 "float" Name 86 "param" Name 93 "half2x3" Name 107 "@entryPointOutput" Decorate 49(min16float) RelaxedPrecision Decorate 50 RelaxedPrecision Decorate 51 RelaxedPrecision Decorate 52(min10float) RelaxedPrecision Decorate 53 RelaxedPrecision Decorate 64 RelaxedPrecision Decorate 65 RelaxedPrecision Decorate 66 RelaxedPrecision Decorate 67 RelaxedPrecision Decorate 68 RelaxedPrecision Decorate 69 RelaxedPrecision Decorate 70 RelaxedPrecision Decorate 71 RelaxedPrecision Decorate 72 RelaxedPrecision Decorate 73 RelaxedPrecision Decorate 74 RelaxedPrecision Decorate 80 RelaxedPrecision Decorate 81 RelaxedPrecision Decorate 83 RelaxedPrecision Decorate 84 RelaxedPrecision Decorate 85 RelaxedPrecision Decorate 87 RelaxedPrecision Decorate 88 RelaxedPrecision Decorate 89 RelaxedPrecision Decorate 107(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypePointer Function 6(float) 8: TypeFunction 6(float) 7(ptr) 12: TypeVector 6(float) 4 13: TypeFunction 12(fvec4) 20: 6(float) Constant 1088421888 21: TypeBool 22: TypeInt 32 0 23: 22(int) Constant 2 24: TypeArray 21(bool) 23 25: TypePointer Function 24 28: 6(float) Constant 0 33: TypeInt 32 1 34: TypePointer Function 33(int) 36: 33(int) Constant 1 37: TypePointer Function 21(bool) 40: 33(int) Constant 0 42: TypePointer Function 22(int) 55: 6(float) Constant 1056964608 56(foo_t): TypeStruct 6(float) 57: TypePointer Function 56(foo_t) 59: 6(float) Constant 1109917696 90: TypeVector 6(float) 3 91: TypeMatrix 90(fvec3) 2 92: TypePointer Function 91 97: 22(int) Constant 0 106: TypePointer Output 12(fvec4) 107(@entryPointOutput): 106(ptr) Variable Output 4(main): 2 Function None 3 5: Label 108: 12(fvec4) FunctionCall 14(@main() Store 107(@entryPointOutput) 108 Return FunctionEnd 10(fn(f1;): 6(float) Function None 8 9(float): 7(ptr) FunctionParameter 11: Label 16: 6(float) Load 9(float) ReturnValue 16 FunctionEnd 14(@main(): 12(fvec4) Function None 13 15: Label 19(float): 7(ptr) Variable Function 26(bool): 25(ptr) Variable Function 35(int): 34(ptr) Variable Function 43(uint): 42(ptr) Variable Function 49(min16float): 7(ptr) Variable Function 52(min10float): 7(ptr) Variable Function 54(half): 7(ptr) Variable Function 58(float): 57(ptr) Variable Function 75: 7(ptr) Variable Function 86(param): 7(ptr) Variable Function 93(half2x3): 92(ptr) Variable Function Store 19(float) 20 27: 6(float) Load 19(float) 29: 21(bool) FOrdNotEqual 27 28 30: 6(float) Load 19(float) 31: 21(bool) FOrdNotEqual 30 28 32: 24 CompositeConstruct 29 31 Store 26(bool) 32 38: 37(ptr) AccessChain 26(bool) 36 39: 21(bool) Load 38 41: 33(int) Select 39 36 40 Store 35(int) 41 44: 6(float) Load 19(float) 45: 33(int) Load 35(int) 46: 6(float) ConvertSToF 45 47: 6(float) FAdd 44 46 48: 22(int) ConvertFToU 47 Store 43(uint) 48 50: 22(int) Load 43(uint) 51: 6(float) ConvertUToF 50 Store 49(min16float) 51 53: 6(float) Load 49(min16float) Store 52(min10float) 53 Store 54(half) 55 60: 7(ptr) AccessChain 58(float) 40 Store 60 59 61: 37(ptr) AccessChain 26(bool) 36 62: 21(bool) Load 61 63: 37(ptr) AccessChain 26(bool) 40 Store 63 62 64: 6(float) Load 19(float) 65: 33(int) Load 35(int) 66: 6(float) ConvertSToF 65 67: 6(float) FAdd 64 66 68: 22(int) Load 43(uint) 69: 6(float) ConvertUToF 68 70: 6(float) FAdd 67 69 71: 6(float) Load 49(min16float) 72: 6(float) FAdd 70 71 73: 6(float) Load 52(min10float) 74: 6(float) FAdd 72 73 76: 37(ptr) AccessChain 26(bool) 40 77: 21(bool) Load 76 SelectionMerge 79 None BranchConditional 77 78 82 78: Label 80: 33(int) Load 35(int) 81: 6(float) ConvertSToF 80 Store 75 81 Branch 79 82: Label 83: 6(float) Load 19(float) Store 75 83 Branch 79 79: Label 84: 6(float) Load 75 85: 6(float) FAdd 74 84 87: 6(float) Load 19(float) Store 86(param) 87 88: 6(float) FunctionCall 10(fn(f1;) 86(param) 89: 6(float) FAdd 85 88 Store 19(float) 89 94: 6(float) Load 19(float) 95: 6(float) Load 19(float) 96: 6(float) FMul 94 95 98: 7(ptr) AccessChain 93(half2x3) 40 97 Store 98 96 99: 6(float) Load 19(float) 100: 7(ptr) AccessChain 93(half2x3) 40 97 101: 6(float) Load 100 102: 6(float) FAdd 99 101 103: 12(fvec4) CompositeConstruct 102 102 102 102 ReturnValue 103 FunctionEnd