hlsl.logical.binary.vec.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Function Parameters: 0:? Sequence 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of bool) 0:11 'r00' ( temp 4-component vector of bool) 0:11 Negate conditional ( temp 4-component vector of bool) 0:11 b4a: direct index for structure ( uniform 4-component vector of bool) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:11 Constant: 0:11 0 (const uint) 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of bool) 0:12 'r01' ( temp 4-component vector of bool) 0:12 logical-and ( temp 4-component vector of bool) 0:12 b4a: direct index for structure ( uniform 4-component vector of bool) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:12 Constant: 0:12 0 (const uint) 0:12 b4b: direct index for structure ( uniform 4-component vector of bool) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:12 Constant: 0:12 1 (const uint) 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of bool) 0:13 'r02' ( temp 4-component vector of bool) 0:13 logical-or ( temp 4-component vector of bool) 0:13 b4a: direct index for structure ( uniform 4-component vector of bool) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:13 Constant: 0:13 0 (const uint) 0:13 b4b: direct index for structure ( uniform 4-component vector of bool) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:13 Constant: 0:13 1 (const uint) 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of bool) 0:15 'r10' ( temp 4-component vector of bool) 0:15 logical-and ( temp 4-component vector of bool) 0:15 Construct bvec4 ( uniform 4-component vector of bool) 0:15 b1a: direct index for structure ( uniform bool) 0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:15 Constant: 0:15 2 (const uint) 0:15 b4b: direct index for structure ( uniform 4-component vector of bool) 0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:15 Constant: 0:15 1 (const uint) 0:16 Sequence 0:16 move second child to first child ( temp 4-component vector of bool) 0:16 'r11' ( temp 4-component vector of bool) 0:16 logical-or ( temp 4-component vector of bool) 0:16 Construct bvec4 ( uniform 4-component vector of bool) 0:16 b1a: direct index for structure ( uniform bool) 0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:16 Constant: 0:16 2 (const uint) 0:16 b4b: direct index for structure ( uniform 4-component vector of bool) 0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:16 Constant: 0:16 1 (const uint) 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of bool) 0:18 'r20' ( temp 4-component vector of bool) 0:18 logical-and ( temp 4-component vector of bool) 0:18 b4a: direct index for structure ( uniform 4-component vector of bool) 0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:18 Constant: 0:18 0 (const uint) 0:18 Construct bvec4 ( uniform 4-component vector of bool) 0:18 b1b: direct index for structure ( uniform bool) 0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:18 Constant: 0:18 3 (const uint) 0:19 Sequence 0:19 move second child to first child ( temp 4-component vector of bool) 0:19 'r21' ( temp 4-component vector of bool) 0:19 logical-or ( temp 4-component vector of bool) 0:19 b4a: direct index for structure ( uniform 4-component vector of bool) 0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:19 Constant: 0:19 0 (const uint) 0:19 Construct bvec4 ( uniform 4-component vector of bool) 0:19 b1b: direct index for structure ( uniform bool) 0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:19 Constant: 0:19 3 (const uint) 0:22 move second child to first child ( temp 4-component vector of float) 0:22 Color: direct index for structure ( temp 4-component vector of float) 0:22 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:22 Convert bool to float ( temp 4-component vector of float) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 'r00' ( temp 4-component vector of bool) 0:22 'r01' ( temp 4-component vector of bool) 0:22 'r02' ( temp 4-component vector of bool) 0:22 'r10' ( temp 4-component vector of bool) 0:22 'r11' ( temp 4-component vector of bool) 0:22 'r20' ( temp 4-component vector of bool) 0:22 'r21' ( temp 4-component vector of bool) 0:23 Branch: Return with expression 0:23 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:10 Color: direct index for structure ( temp 4-component vector of float) 0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:10 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Function Parameters: 0:? Sequence 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of bool) 0:11 'r00' ( temp 4-component vector of bool) 0:11 Negate conditional ( temp 4-component vector of bool) 0:11 b4a: direct index for structure ( uniform 4-component vector of bool) 0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:11 Constant: 0:11 0 (const uint) 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of bool) 0:12 'r01' ( temp 4-component vector of bool) 0:12 logical-and ( temp 4-component vector of bool) 0:12 b4a: direct index for structure ( uniform 4-component vector of bool) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:12 Constant: 0:12 0 (const uint) 0:12 b4b: direct index for structure ( uniform 4-component vector of bool) 0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:12 Constant: 0:12 1 (const uint) 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of bool) 0:13 'r02' ( temp 4-component vector of bool) 0:13 logical-or ( temp 4-component vector of bool) 0:13 b4a: direct index for structure ( uniform 4-component vector of bool) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:13 Constant: 0:13 0 (const uint) 0:13 b4b: direct index for structure ( uniform 4-component vector of bool) 0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:13 Constant: 0:13 1 (const uint) 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of bool) 0:15 'r10' ( temp 4-component vector of bool) 0:15 logical-and ( temp 4-component vector of bool) 0:15 Construct bvec4 ( uniform 4-component vector of bool) 0:15 b1a: direct index for structure ( uniform bool) 0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:15 Constant: 0:15 2 (const uint) 0:15 b4b: direct index for structure ( uniform 4-component vector of bool) 0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:15 Constant: 0:15 1 (const uint) 0:16 Sequence 0:16 move second child to first child ( temp 4-component vector of bool) 0:16 'r11' ( temp 4-component vector of bool) 0:16 logical-or ( temp 4-component vector of bool) 0:16 Construct bvec4 ( uniform 4-component vector of bool) 0:16 b1a: direct index for structure ( uniform bool) 0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:16 Constant: 0:16 2 (const uint) 0:16 b4b: direct index for structure ( uniform 4-component vector of bool) 0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:16 Constant: 0:16 1 (const uint) 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of bool) 0:18 'r20' ( temp 4-component vector of bool) 0:18 logical-and ( temp 4-component vector of bool) 0:18 b4a: direct index for structure ( uniform 4-component vector of bool) 0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:18 Constant: 0:18 0 (const uint) 0:18 Construct bvec4 ( uniform 4-component vector of bool) 0:18 b1b: direct index for structure ( uniform bool) 0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:18 Constant: 0:18 3 (const uint) 0:19 Sequence 0:19 move second child to first child ( temp 4-component vector of bool) 0:19 'r21' ( temp 4-component vector of bool) 0:19 logical-or ( temp 4-component vector of bool) 0:19 b4a: direct index for structure ( uniform 4-component vector of bool) 0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:19 Constant: 0:19 0 (const uint) 0:19 Construct bvec4 ( uniform 4-component vector of bool) 0:19 b1b: direct index for structure ( uniform bool) 0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:19 Constant: 0:19 3 (const uint) 0:22 move second child to first child ( temp 4-component vector of float) 0:22 Color: direct index for structure ( temp 4-component vector of float) 0:22 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:22 Constant: 0:22 0 (const int) 0:22 Convert bool to float ( temp 4-component vector of float) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 logical-or ( temp 4-component vector of bool) 0:22 'r00' ( temp 4-component vector of bool) 0:22 'r01' ( temp 4-component vector of bool) 0:22 'r02' ( temp 4-component vector of bool) 0:22 'r10' ( temp 4-component vector of bool) 0:22 'r11' ( temp 4-component vector of bool) 0:22 'r20' ( temp 4-component vector of bool) 0:22 'r21' ( temp 4-component vector of bool) 0:23 Branch: Return with expression 0:23 'psout' ( temp structure{ temp 4-component vector of float Color}) 0:10 Function Definition: main( ( temp void) 0:10 Function Parameters: 0:? Sequence 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:10 Color: direct index for structure ( temp 4-component vector of float) 0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color}) 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 115 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 112 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" Name 10 "@main(" Name 15 "r00" Name 18 "$Global" MemberName 18($Global) 0 "b4a" MemberName 18($Global) 1 "b4b" MemberName 18($Global) 2 "b1a" MemberName 18($Global) 3 "b1b" Name 20 "" Name 30 "r01" Name 39 "r02" Name 47 "r10" Name 58 "r11" Name 67 "r20" Name 77 "r21" Name 87 "psout" Name 112 "@entryPointOutput.Color" MemberDecorate 18($Global) 0 Offset 0 MemberDecorate 18($Global) 1 Offset 16 MemberDecorate 18($Global) 2 Offset 32 MemberDecorate 18($Global) 3 Offset 36 Decorate 18($Global) Block Decorate 20 DescriptorSet 0 Decorate 20 Binding 0 Decorate 112(@entryPointOutput.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: TypeBool 13: TypeVector 12(bool) 4 14: TypePointer Function 13(bvec4) 16: TypeInt 32 0 17: TypeVector 16(int) 4 18($Global): TypeStruct 17(ivec4) 17(ivec4) 16(int) 16(int) 19: TypePointer Uniform 18($Global) 20: 19(ptr) Variable Uniform 21: TypeInt 32 1 22: 21(int) Constant 0 23: TypePointer Uniform 17(ivec4) 26: 16(int) Constant 0 27: 17(ivec4) ConstantComposite 26 26 26 26 34: 21(int) Constant 1 48: 21(int) Constant 2 49: TypePointer Uniform 16(int) 71: 21(int) Constant 3 86: TypePointer Function 8(PS_OUTPUT) 101: 6(float) Constant 0 102: 6(float) Constant 1065353216 103: 7(fvec4) ConstantComposite 101 101 101 101 104: 7(fvec4) ConstantComposite 102 102 102 102 106: TypePointer Function 7(fvec4) 111: TypePointer Output 7(fvec4) 112(@entryPointOutput.Color): 111(ptr) Variable Output 4(main): 2 Function None 3 5: Label 113:8(PS_OUTPUT) FunctionCall 10(@main() 114: 7(fvec4) CompositeExtract 113 0 Store 112(@entryPointOutput.Color) 114 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 15(r00): 14(ptr) Variable Function 30(r01): 14(ptr) Variable Function 39(r02): 14(ptr) Variable Function 47(r10): 14(ptr) Variable Function 58(r11): 14(ptr) Variable Function 67(r20): 14(ptr) Variable Function 77(r21): 14(ptr) Variable Function 87(psout): 86(ptr) Variable Function 24: 23(ptr) AccessChain 20 22 25: 17(ivec4) Load 24 28: 13(bvec4) INotEqual 25 27 29: 13(bvec4) LogicalNot 28 Store 15(r00) 29 31: 23(ptr) AccessChain 20 22 32: 17(ivec4) Load 31 33: 13(bvec4) INotEqual 32 27 35: 23(ptr) AccessChain 20 34 36: 17(ivec4) Load 35 37: 13(bvec4) INotEqual 36 27 38: 13(bvec4) LogicalAnd 33 37 Store 30(r01) 38 40: 23(ptr) AccessChain 20 22 41: 17(ivec4) Load 40 42: 13(bvec4) INotEqual 41 27 43: 23(ptr) AccessChain 20 34 44: 17(ivec4) Load 43 45: 13(bvec4) INotEqual 44 27 46: 13(bvec4) LogicalOr 42 45 Store 39(r02) 46 50: 49(ptr) AccessChain 20 48 51: 16(int) Load 50 52: 12(bool) INotEqual 51 26 53: 13(bvec4) CompositeConstruct 52 52 52 52 54: 23(ptr) AccessChain 20 34 55: 17(ivec4) Load 54 56: 13(bvec4) INotEqual 55 27 57: 13(bvec4) LogicalAnd 53 56 Store 47(r10) 57 59: 49(ptr) AccessChain 20 48 60: 16(int) Load 59 61: 12(bool) INotEqual 60 26 62: 13(bvec4) CompositeConstruct 61 61 61 61 63: 23(ptr) AccessChain 20 34 64: 17(ivec4) Load 63 65: 13(bvec4) INotEqual 64 27 66: 13(bvec4) LogicalOr 62 65 Store 58(r11) 66 68: 23(ptr) AccessChain 20 22 69: 17(ivec4) Load 68 70: 13(bvec4) INotEqual 69 27 72: 49(ptr) AccessChain 20 71 73: 16(int) Load 72 74: 12(bool) INotEqual 73 26 75: 13(bvec4) CompositeConstruct 74 74 74 74 76: 13(bvec4) LogicalAnd 70 75 Store 67(r20) 76 78: 23(ptr) AccessChain 20 22 79: 17(ivec4) Load 78 80: 13(bvec4) INotEqual 79 27 81: 49(ptr) AccessChain 20 71 82: 16(int) Load 81 83: 12(bool) INotEqual 82 26 84: 13(bvec4) CompositeConstruct 83 83 83 83 85: 13(bvec4) LogicalOr 80 84 Store 77(r21) 85 88: 13(bvec4) Load 15(r00) 89: 13(bvec4) Load 30(r01) 90: 13(bvec4) LogicalOr 88 89 91: 13(bvec4) Load 39(r02) 92: 13(bvec4) LogicalOr 90 91 93: 13(bvec4) Load 47(r10) 94: 13(bvec4) LogicalOr 92 93 95: 13(bvec4) Load 58(r11) 96: 13(bvec4) LogicalOr 94 95 97: 13(bvec4) Load 67(r20) 98: 13(bvec4) LogicalOr 96 97 99: 13(bvec4) Load 77(r21) 100: 13(bvec4) LogicalOr 98 99 105: 7(fvec4) Select 100 104 103 107: 106(ptr) AccessChain 87(psout) 22 Store 107 105 108:8(PS_OUTPUT) Load 87(psout) ReturnValue 108 FunctionEnd