hlsl.conditional.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: vectorCond( ( temp 4-component vector of float) 0:8 Function Parameters: 0:? Sequence 0:9 Branch: Return with expression 0:9 f4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 2 (const uint) 0:14 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:14 Function Parameters: 0:14 'input' ( in 4-component vector of float) 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp int) 0:15 'a' ( temp int) 0:15 Constant: 0:15 5 (const int) 0:16 Sequence 0:16 move second child to first child ( temp int) 0:16 'b' ( temp int) 0:16 Constant: 0:16 6 (const int) 0:17 Sequence 0:17 move second child to first child ( temp int) 0:17 'c' ( temp int) 0:17 Constant: 0:17 7 (const int) 0:18 Sequence 0:18 move second child to first child ( temp int) 0:18 'd' ( temp int) 0:18 Constant: 0:18 7 (const int) 0:19 Sequence 0:19 move second child to first child ( temp 4-component vector of float) 0:19 'ret' ( temp 4-component vector of float) 0:21 add ( temp 4-component vector of float) 0:20 add ( temp 4-component vector of float) 0:19 add ( temp 4-component vector of float) 0:19 vector-scale ( temp 4-component vector of float) 0:19 Convert int to float ( temp float) 0:19 'a' ( temp int) 0:19 'input' ( in 4-component vector of float) 0:20 vector-scale ( temp 4-component vector of float) 0:20 Convert int to float ( temp float) 0:20 'b' ( temp int) 0:20 'input' ( in 4-component vector of float) 0:21 vector-scale ( temp 4-component vector of float) 0:21 Convert int to float ( temp float) 0:21 'c' ( temp int) 0:21 'input' ( in 4-component vector of float) 0:22 vector-scale ( temp 4-component vector of float) 0:22 Convert int to float ( temp float) 0:22 'd' ( temp int) 0:22 'input' ( in 4-component vector of float) 0:24 Comma ( temp int) 0:24 move second child to first child ( temp int) 0:24 'e' ( temp int) 0:24 move second child to first child ( temp int) 0:24 'a' ( temp int) 0:24 Test condition and select ( temp int) 0:24 Condition 0:24 Convert int to bool ( temp bool) 0:24 'b' ( temp int) 0:24 true case 0:24 move second child to first child ( temp int) 0:24 'c' ( temp int) 0:24 'd' ( temp int) 0:24 false case 0:24 Constant: 0:24 10 (const int) 0:24 move second child to first child ( temp int) 0:24 'b' ( temp int) 0:24 Test condition and select ( temp int) 0:24 Condition 0:24 Convert int to bool ( temp bool) 0:24 'a' ( temp int) 0:24 true case 0:24 move second child to first child ( temp int) 0:24 'd' ( temp int) 0:24 'c' ( temp int) 0:24 false case 0:24 Constant: 0:24 11 (const int) 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'f' ( temp 4-component vector of float) 0:26 Test condition and select ( temp 4-component vector of float) 0:26 Condition 0:26 Compare Less Than ( temp bool) 0:26 direct index ( temp float) 0:26 'ret' ( temp 4-component vector of float) 0:26 Constant: 0:26 0 (const int) 0:26 direct index ( temp float) 0:26 'input' ( in 4-component vector of float) 0:26 Constant: 0:26 1 (const int) 0:26 true case 0:26 vector-scale ( temp 4-component vector of float) 0:26 Convert int to float ( temp float) 0:26 'c' ( temp int) 0:26 'input' ( in 4-component vector of float) 0:26 false case 0:26 vector-scale ( temp 4-component vector of float) 0:26 Convert int to float ( temp float) 0:26 'd' ( temp int) 0:26 'input' ( in 4-component vector of float) 0:27 Branch: Return with expression 0:27 add ( temp 4-component vector of float) 0:27 add ( temp 4-component vector of float) 0:27 vector-scale ( temp 4-component vector of float) 0:27 Convert int to float ( temp float) 0:27 'e' ( temp int) 0:27 'ret' ( temp 4-component vector of float) 0:27 'f' ( temp 4-component vector of float) 0:27 Function Call: vectorCond( ( temp 4-component vector of float) 0:14 Function Definition: PixelShaderFunction( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 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) 0:14 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:14 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:8 Function Definition: vectorCond( ( temp 4-component vector of float) 0:8 Function Parameters: 0:? Sequence 0:9 Branch: Return with expression 0:9 f4: direct index for structure ( uniform 4-component vector of float) 0:9 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:9 Constant: 0:9 2 (const uint) 0:14 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:14 Function Parameters: 0:14 'input' ( in 4-component vector of float) 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp int) 0:15 'a' ( temp int) 0:15 Constant: 0:15 5 (const int) 0:16 Sequence 0:16 move second child to first child ( temp int) 0:16 'b' ( temp int) 0:16 Constant: 0:16 6 (const int) 0:17 Sequence 0:17 move second child to first child ( temp int) 0:17 'c' ( temp int) 0:17 Constant: 0:17 7 (const int) 0:18 Sequence 0:18 move second child to first child ( temp int) 0:18 'd' ( temp int) 0:18 Constant: 0:18 7 (const int) 0:19 Sequence 0:19 move second child to first child ( temp 4-component vector of float) 0:19 'ret' ( temp 4-component vector of float) 0:21 add ( temp 4-component vector of float) 0:20 add ( temp 4-component vector of float) 0:19 add ( temp 4-component vector of float) 0:19 vector-scale ( temp 4-component vector of float) 0:19 Convert int to float ( temp float) 0:19 'a' ( temp int) 0:19 'input' ( in 4-component vector of float) 0:20 vector-scale ( temp 4-component vector of float) 0:20 Convert int to float ( temp float) 0:20 'b' ( temp int) 0:20 'input' ( in 4-component vector of float) 0:21 vector-scale ( temp 4-component vector of float) 0:21 Convert int to float ( temp float) 0:21 'c' ( temp int) 0:21 'input' ( in 4-component vector of float) 0:22 vector-scale ( temp 4-component vector of float) 0:22 Convert int to float ( temp float) 0:22 'd' ( temp int) 0:22 'input' ( in 4-component vector of float) 0:24 Comma ( temp int) 0:24 move second child to first child ( temp int) 0:24 'e' ( temp int) 0:24 move second child to first child ( temp int) 0:24 'a' ( temp int) 0:24 Test condition and select ( temp int) 0:24 Condition 0:24 Convert int to bool ( temp bool) 0:24 'b' ( temp int) 0:24 true case 0:24 move second child to first child ( temp int) 0:24 'c' ( temp int) 0:24 'd' ( temp int) 0:24 false case 0:24 Constant: 0:24 10 (const int) 0:24 move second child to first child ( temp int) 0:24 'b' ( temp int) 0:24 Test condition and select ( temp int) 0:24 Condition 0:24 Convert int to bool ( temp bool) 0:24 'a' ( temp int) 0:24 true case 0:24 move second child to first child ( temp int) 0:24 'd' ( temp int) 0:24 'c' ( temp int) 0:24 false case 0:24 Constant: 0:24 11 (const int) 0:26 move second child to first child ( temp 4-component vector of float) 0:26 'f' ( temp 4-component vector of float) 0:26 Test condition and select ( temp 4-component vector of float) 0:26 Condition 0:26 Compare Less Than ( temp bool) 0:26 direct index ( temp float) 0:26 'ret' ( temp 4-component vector of float) 0:26 Constant: 0:26 0 (const int) 0:26 direct index ( temp float) 0:26 'input' ( in 4-component vector of float) 0:26 Constant: 0:26 1 (const int) 0:26 true case 0:26 vector-scale ( temp 4-component vector of float) 0:26 Convert int to float ( temp float) 0:26 'c' ( temp int) 0:26 'input' ( in 4-component vector of float) 0:26 false case 0:26 vector-scale ( temp 4-component vector of float) 0:26 Convert int to float ( temp float) 0:26 'd' ( temp int) 0:26 'input' ( in 4-component vector of float) 0:27 Branch: Return with expression 0:27 add ( temp 4-component vector of float) 0:27 add ( temp 4-component vector of float) 0:27 vector-scale ( temp 4-component vector of float) 0:27 Convert int to float ( temp float) 0:27 'e' ( temp int) 0:27 'ret' ( temp 4-component vector of float) 0:27 'f' ( temp 4-component vector of float) 0:27 Function Call: vectorCond( ( temp 4-component vector of float) 0:14 Function Definition: PixelShaderFunction( ( temp void) 0:14 Function Parameters: 0:? Sequence 0:14 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) 0:14 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:14 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float) 0:? 'input' ( temp 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float c4, uniform 4-component vector of float t4, uniform 4-component vector of float f4, uniform float t, uniform float f}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 116 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "PixelShaderFunction" 109 112 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "PixelShaderFunction" Name 9 "vectorCond(" Name 14 "@PixelShaderFunction(vf4;" Name 13 "input" Name 16 "$Global" MemberName 16($Global) 0 "c4" MemberName 16($Global) 1 "t4" MemberName 16($Global) 2 "f4" MemberName 16($Global) 3 "t" MemberName 16($Global) 4 "f" Name 18 "" Name 27 "a" Name 29 "b" Name 31 "c" Name 33 "d" Name 34 "ret" Name 54 "e" Name 76 "f" Name 107 "input" Name 109 "input" Name 112 "@entryPointOutput" Name 113 "param" MemberDecorate 16($Global) 0 Offset 0 MemberDecorate 16($Global) 1 Offset 16 MemberDecorate 16($Global) 2 Offset 32 MemberDecorate 16($Global) 3 Offset 48 MemberDecorate 16($Global) 4 Offset 52 Decorate 16($Global) Block Decorate 18 DescriptorSet 0 Decorate 109(input) Location 0 Decorate 112(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 11: TypePointer Function 7(fvec4) 12: TypeFunction 7(fvec4) 11(ptr) 16($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float) 17: TypePointer Uniform 16($Global) 18: 17(ptr) Variable Uniform 19: TypeInt 32 1 20: 19(int) Constant 2 21: TypePointer Uniform 7(fvec4) 26: TypePointer Function 19(int) 28: 19(int) Constant 5 30: 19(int) Constant 6 32: 19(int) Constant 7 57: TypeBool 58: TypeInt 32 0 59: 58(int) Constant 0 65: 19(int) Constant 10 74: 19(int) Constant 11 78: TypePointer Function 6(float) 81: 58(int) Constant 1 108: TypePointer Input 7(fvec4) 109(input): 108(ptr) Variable Input 111: TypePointer Output 7(fvec4) 112(@entryPointOutput): 111(ptr) Variable Output 4(PixelShaderFunction): 2 Function None 3 5: Label 107(input): 11(ptr) Variable Function 113(param): 11(ptr) Variable Function 110: 7(fvec4) Load 109(input) Store 107(input) 110 114: 7(fvec4) Load 107(input) Store 113(param) 114 115: 7(fvec4) FunctionCall 14(@PixelShaderFunction(vf4;) 113(param) Store 112(@entryPointOutput) 115 Return FunctionEnd 9(vectorCond(): 7(fvec4) Function None 8 10: Label 22: 21(ptr) AccessChain 18 20 23: 7(fvec4) Load 22 ReturnValue 23 FunctionEnd 14(@PixelShaderFunction(vf4;): 7(fvec4) Function None 12 13(input): 11(ptr) FunctionParameter 15: Label 27(a): 26(ptr) Variable Function 29(b): 26(ptr) Variable Function 31(c): 26(ptr) Variable Function 33(d): 26(ptr) Variable Function 34(ret): 11(ptr) Variable Function 54(e): 26(ptr) Variable Function 55: 26(ptr) Variable Function 67: 26(ptr) Variable Function 76(f): 11(ptr) Variable Function 77: 11(ptr) Variable Function Store 27(a) 28 Store 29(b) 30 Store 31(c) 32 Store 33(d) 32 35: 19(int) Load 27(a) 36: 6(float) ConvertSToF 35 37: 7(fvec4) Load 13(input) 38: 7(fvec4) VectorTimesScalar 37 36 39: 19(int) Load 29(b) 40: 6(float) ConvertSToF 39 41: 7(fvec4) Load 13(input) 42: 7(fvec4) VectorTimesScalar 41 40 43: 7(fvec4) FAdd 38 42 44: 19(int) Load 31(c) 45: 6(float) ConvertSToF 44 46: 7(fvec4) Load 13(input) 47: 7(fvec4) VectorTimesScalar 46 45 48: 7(fvec4) FAdd 43 47 49: 19(int) Load 33(d) 50: 6(float) ConvertSToF 49 51: 7(fvec4) Load 13(input) 52: 7(fvec4) VectorTimesScalar 51 50 53: 7(fvec4) FAdd 48 52 Store 34(ret) 53 56: 19(int) Load 29(b) 60: 57(bool) INotEqual 56 59 SelectionMerge 62 None BranchConditional 60 61 64 61: Label 63: 19(int) Load 33(d) Store 31(c) 63 Store 55 63 Branch 62 64: Label Store 55 65 Branch 62 62: Label 66: 19(int) Load 55 Store 27(a) 66 Store 54(e) 66 68: 19(int) Load 27(a) 69: 57(bool) INotEqual 68 59 SelectionMerge 71 None BranchConditional 69 70 73 70: Label 72: 19(int) Load 31(c) Store 33(d) 72 Store 67 72 Branch 71 73: Label Store 67 74 Branch 71 71: Label 75: 19(int) Load 67 Store 29(b) 75 79: 78(ptr) AccessChain 34(ret) 59 80: 6(float) Load 79 82: 78(ptr) AccessChain 13(input) 81 83: 6(float) Load 82 84: 57(bool) FOrdLessThan 80 83 SelectionMerge 86 None BranchConditional 84 85 91 85: Label 87: 19(int) Load 31(c) 88: 6(float) ConvertSToF 87 89: 7(fvec4) Load 13(input) 90: 7(fvec4) VectorTimesScalar 89 88 Store 77 90 Branch 86 91: Label 92: 19(int) Load 33(d) 93: 6(float) ConvertSToF 92 94: 7(fvec4) Load 13(input) 95: 7(fvec4) VectorTimesScalar 94 93 Store 77 95 Branch 86 86: Label 96: 7(fvec4) Load 77 Store 76(f) 96 97: 19(int) Load 54(e) 98: 6(float) ConvertSToF 97 99: 7(fvec4) Load 34(ret) 100: 7(fvec4) VectorTimesScalar 99 98 101: 7(fvec4) Load 76(f) 102: 7(fvec4) FAdd 100 101 103: 7(fvec4) FunctionCall 9(vectorCond() 104: 7(fvec4) FAdd 102 103 ReturnValue 104 FunctionEnd