1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
|
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
0:12 Branch: Return with expression
0:11 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:9 add ( temp 4-component vector of float)
0:9 mix ( temp 4-component vector of float)
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)
0:9 t4: 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 1 (const uint)
0:9 Convert float to bool ( temp 4-component vector of bool)
0:9 c4: 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 0 (const uint)
0:10 mix ( temp 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 f: direct index for structure ( uniform float)
0:10 '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})
0:10 Constant:
0:10 4 (const uint)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 t: direct index for structure ( uniform float)
0:10 '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})
0:10 Constant:
0:10 3 (const uint)
0:10 Convert float to bool ( temp 4-component vector of bool)
0:10 c4: direct index for structure ( uniform 4-component vector of float)
0:10 '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})
0:10 Constant:
0:10 0 (const uint)
0:11 mix ( temp 4-component vector of float)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 '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})
0:11 Constant:
0:11 2 (const uint)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 '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})
0:11 Constant:
0:11 1 (const uint)
0:11 Compare Less Than ( temp 4-component vector of bool)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 '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})
0:11 Constant:
0:11 1 (const uint)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 '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})
0:11 Constant:
0:11 2 (const uint)
0:12 mix ( temp 4-component vector of float)
0:12 f4: direct index for structure ( uniform 4-component vector of float)
0:12 '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})
0:12 Constant:
0:12 2 (const uint)
0:12 Construct vec4 ( temp 4-component vector of float)
0:12 t: direct index for structure ( uniform float)
0:12 '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})
0:12 Constant:
0:12 3 (const uint)
0:12 Convert float to bool ( temp 4-component vector of bool)
0:12 c4: direct index for structure ( uniform 4-component vector of float)
0:12 '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})
0:12 Constant:
0:12 0 (const uint)
0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
0:16 Function Parameters:
0:? Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'ret' ( temp 4-component vector of float)
0:17 Test condition and select ( temp 4-component vector of float): no shortcircuit
0:17 Condition
0:17 Compare Not Equal ( temp bool)
0:17 t: direct index for structure ( uniform float)
0:17 '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})
0:17 Constant:
0:17 3 (const uint)
0:17 f: direct index for structure ( uniform float)
0:17 '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})
0:17 Constant:
0:17 4 (const uint)
0:17 true case
0:17 vector-scale ( temp 4-component vector of float)
0:17 t: direct index for structure ( uniform float)
0:17 '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})
0:17 Constant:
0:17 3 (const uint)
0:17 f4: direct index for structure ( uniform 4-component vector of float)
0:17 '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})
0:17 Constant:
0:17 2 (const uint)
0:17 false case
0:17 Constant:
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:18 Branch: Return with expression
0:18 'ret' ( temp 4-component vector of float)
0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:22 Function Parameters:
0:22 'cnd' ( in 2-component vector of bool)
0:22 'src0' ( in 2-component vector of float)
0:22 'src1' ( in 2-component vector of float)
0:? Sequence
0:23 Branch: Return with expression
0:23 mix ( temp 2-component vector of float)
0:23 'src1' ( in 2-component vector of float)
0:23 'src0' ( in 2-component vector of float)
0:23 'cnd' ( in 2-component vector of bool)
0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:27 Function Parameters:
0:27 'input' ( in 4-component vector of float)
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'a' ( temp int)
0:28 Constant:
0:28 5 (const int)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'b' ( temp int)
0:29 Constant:
0:29 6 (const int)
0:30 Sequence
0:30 move second child to first child ( temp int)
0:30 'c' ( temp int)
0:30 Constant:
0:30 7 (const int)
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'd' ( temp int)
0:31 Constant:
0:31 7 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'ret' ( temp 4-component vector of float)
0:34 add ( temp 4-component vector of float)
0:33 add ( temp 4-component vector of float)
0:32 add ( temp 4-component vector of float)
0:32 vector-scale ( temp 4-component vector of float)
0:32 Convert int to float ( temp float)
0:32 'a' ( temp int)
0:32 'input' ( in 4-component vector of float)
0:33 vector-scale ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
0:33 'b' ( temp int)
0:33 'input' ( in 4-component vector of float)
0:34 vector-scale ( temp 4-component vector of float)
0:34 Convert int to float ( temp float)
0:34 'c' ( temp int)
0:34 'input' ( in 4-component vector of float)
0:35 vector-scale ( temp 4-component vector of float)
0:35 Convert int to float ( temp float)
0:35 'd' ( temp int)
0:35 'input' ( in 4-component vector of float)
0:37 Comma ( temp int)
0:37 move second child to first child ( temp int)
0:37 'e' ( temp int)
0:37 move second child to first child ( temp int)
0:37 'a' ( temp int)
0:37 Test condition and select ( temp int): no shortcircuit
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'b' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'c' ( temp int)
0:37 'd' ( temp int)
0:37 false case
0:37 Constant:
0:37 10 (const int)
0:37 move second child to first child ( temp int)
0:37 'b' ( temp int)
0:37 Test condition and select ( temp int): no shortcircuit
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'a' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'd' ( temp int)
0:37 'c' ( temp int)
0:37 false case
0:37 Constant:
0:37 11 (const int)
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'f' ( temp 4-component vector of float)
0:39 Test condition and select ( temp 4-component vector of float): no shortcircuit
0:39 Condition
0:39 Compare Less Than ( temp bool)
0:39 direct index ( temp float)
0:39 'ret' ( temp 4-component vector of float)
0:39 Constant:
0:39 0 (const int)
0:39 direct index ( temp float)
0:39 'input' ( in 4-component vector of float)
0:39 Constant:
0:39 1 (const int)
0:39 true case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'c' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:39 false case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'd' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:41 Branch: Return with expression
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 vector-scale ( temp 4-component vector of float)
0:40 Convert int to float ( temp float)
0:40 'e' ( temp int)
0:40 'ret' ( temp 4-component vector of float)
0:40 'f' ( temp 4-component vector of float)
0:40 Function Call: vectorCond( ( temp 4-component vector of float)
0:40 Function Call: scalarCond( ( temp 4-component vector of float)
0:41 Construct vec4 ( temp 4-component vector of float)
0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:41 Constant:
0:41 true (const bool)
0:41 false (const bool)
0:41 Constant:
0:41 1.000000
0:41 2.000000
0:41 Constant:
0:41 3.000000
0:41 4.000000
0:41 Constant:
0:41 10.000000
0:41 Constant:
0:41 10.000000
0:27 Function Definition: PixelShaderFunction( ( temp void)
0:27 Function Parameters:
0:? Sequence
0:27 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)
0:27 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:27 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
0:12 Branch: Return with expression
0:11 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:9 add ( temp 4-component vector of float)
0:9 mix ( temp 4-component vector of float)
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)
0:9 t4: 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 1 (const uint)
0:9 Convert float to bool ( temp 4-component vector of bool)
0:9 c4: 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 0 (const uint)
0:10 mix ( temp 4-component vector of float)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 f: direct index for structure ( uniform float)
0:10 '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})
0:10 Constant:
0:10 4 (const uint)
0:10 Construct vec4 ( temp 4-component vector of float)
0:10 t: direct index for structure ( uniform float)
0:10 '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})
0:10 Constant:
0:10 3 (const uint)
0:10 Convert float to bool ( temp 4-component vector of bool)
0:10 c4: direct index for structure ( uniform 4-component vector of float)
0:10 '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})
0:10 Constant:
0:10 0 (const uint)
0:11 mix ( temp 4-component vector of float)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 '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})
0:11 Constant:
0:11 2 (const uint)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 '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})
0:11 Constant:
0:11 1 (const uint)
0:11 Compare Less Than ( temp 4-component vector of bool)
0:11 t4: direct index for structure ( uniform 4-component vector of float)
0:11 '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})
0:11 Constant:
0:11 1 (const uint)
0:11 f4: direct index for structure ( uniform 4-component vector of float)
0:11 '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})
0:11 Constant:
0:11 2 (const uint)
0:12 mix ( temp 4-component vector of float)
0:12 f4: direct index for structure ( uniform 4-component vector of float)
0:12 '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})
0:12 Constant:
0:12 2 (const uint)
0:12 Construct vec4 ( temp 4-component vector of float)
0:12 t: direct index for structure ( uniform float)
0:12 '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})
0:12 Constant:
0:12 3 (const uint)
0:12 Convert float to bool ( temp 4-component vector of bool)
0:12 c4: direct index for structure ( uniform 4-component vector of float)
0:12 '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})
0:12 Constant:
0:12 0 (const uint)
0:16 Function Definition: scalarCond( ( temp 4-component vector of float)
0:16 Function Parameters:
0:? Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'ret' ( temp 4-component vector of float)
0:17 Test condition and select ( temp 4-component vector of float): no shortcircuit
0:17 Condition
0:17 Compare Not Equal ( temp bool)
0:17 t: direct index for structure ( uniform float)
0:17 '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})
0:17 Constant:
0:17 3 (const uint)
0:17 f: direct index for structure ( uniform float)
0:17 '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})
0:17 Constant:
0:17 4 (const uint)
0:17 true case
0:17 vector-scale ( temp 4-component vector of float)
0:17 t: direct index for structure ( uniform float)
0:17 '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})
0:17 Constant:
0:17 3 (const uint)
0:17 f4: direct index for structure ( uniform 4-component vector of float)
0:17 '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})
0:17 Constant:
0:17 2 (const uint)
0:17 false case
0:17 Constant:
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:17 1.000000
0:18 Branch: Return with expression
0:18 'ret' ( temp 4-component vector of float)
0:22 Function Definition: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:22 Function Parameters:
0:22 'cnd' ( in 2-component vector of bool)
0:22 'src0' ( in 2-component vector of float)
0:22 'src1' ( in 2-component vector of float)
0:? Sequence
0:23 Branch: Return with expression
0:23 mix ( temp 2-component vector of float)
0:23 'src1' ( in 2-component vector of float)
0:23 'src0' ( in 2-component vector of float)
0:23 'cnd' ( in 2-component vector of bool)
0:27 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
0:27 Function Parameters:
0:27 'input' ( in 4-component vector of float)
0:? Sequence
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'a' ( temp int)
0:28 Constant:
0:28 5 (const int)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'b' ( temp int)
0:29 Constant:
0:29 6 (const int)
0:30 Sequence
0:30 move second child to first child ( temp int)
0:30 'c' ( temp int)
0:30 Constant:
0:30 7 (const int)
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'd' ( temp int)
0:31 Constant:
0:31 7 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'ret' ( temp 4-component vector of float)
0:34 add ( temp 4-component vector of float)
0:33 add ( temp 4-component vector of float)
0:32 add ( temp 4-component vector of float)
0:32 vector-scale ( temp 4-component vector of float)
0:32 Convert int to float ( temp float)
0:32 'a' ( temp int)
0:32 'input' ( in 4-component vector of float)
0:33 vector-scale ( temp 4-component vector of float)
0:33 Convert int to float ( temp float)
0:33 'b' ( temp int)
0:33 'input' ( in 4-component vector of float)
0:34 vector-scale ( temp 4-component vector of float)
0:34 Convert int to float ( temp float)
0:34 'c' ( temp int)
0:34 'input' ( in 4-component vector of float)
0:35 vector-scale ( temp 4-component vector of float)
0:35 Convert int to float ( temp float)
0:35 'd' ( temp int)
0:35 'input' ( in 4-component vector of float)
0:37 Comma ( temp int)
0:37 move second child to first child ( temp int)
0:37 'e' ( temp int)
0:37 move second child to first child ( temp int)
0:37 'a' ( temp int)
0:37 Test condition and select ( temp int): no shortcircuit
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'b' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'c' ( temp int)
0:37 'd' ( temp int)
0:37 false case
0:37 Constant:
0:37 10 (const int)
0:37 move second child to first child ( temp int)
0:37 'b' ( temp int)
0:37 Test condition and select ( temp int): no shortcircuit
0:37 Condition
0:37 Convert int to bool ( temp bool)
0:37 'a' ( temp int)
0:37 true case
0:37 move second child to first child ( temp int)
0:37 'd' ( temp int)
0:37 'c' ( temp int)
0:37 false case
0:37 Constant:
0:37 11 (const int)
0:39 move second child to first child ( temp 4-component vector of float)
0:39 'f' ( temp 4-component vector of float)
0:39 Test condition and select ( temp 4-component vector of float): no shortcircuit
0:39 Condition
0:39 Compare Less Than ( temp bool)
0:39 direct index ( temp float)
0:39 'ret' ( temp 4-component vector of float)
0:39 Constant:
0:39 0 (const int)
0:39 direct index ( temp float)
0:39 'input' ( in 4-component vector of float)
0:39 Constant:
0:39 1 (const int)
0:39 true case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'c' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:39 false case
0:39 vector-scale ( temp 4-component vector of float)
0:39 Convert int to float ( temp float)
0:39 'd' ( temp int)
0:39 'input' ( in 4-component vector of float)
0:41 Branch: Return with expression
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 add ( temp 4-component vector of float)
0:40 vector-scale ( temp 4-component vector of float)
0:40 Convert int to float ( temp float)
0:40 'e' ( temp int)
0:40 'ret' ( temp 4-component vector of float)
0:40 'f' ( temp 4-component vector of float)
0:40 Function Call: vectorCond( ( temp 4-component vector of float)
0:40 Function Call: scalarCond( ( temp 4-component vector of float)
0:41 Construct vec4 ( temp 4-component vector of float)
0:41 Function Call: fbSelect(vb2;vf2;vf2; ( temp 2-component vector of float)
0:41 Constant:
0:41 true (const bool)
0:41 false (const bool)
0:41 Constant:
0:41 1.000000
0:41 2.000000
0:41 Constant:
0:41 3.000000
0:41 4.000000
0:41 Constant:
0:41 10.000000
0:41 Constant:
0:41 10.000000
0:27 Function Definition: PixelShaderFunction( ( temp void)
0:27 Function Parameters:
0:? Sequence
0:27 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)
0:27 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:27 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): 8000a
// Id's are bound by 206
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 199 202
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 9 "vectorCond("
Name 11 "scalarCond("
Name 22 "fbSelect(vb2;vf2;vf2;"
Name 19 "cnd"
Name 20 "src0"
Name 21 "src1"
Name 27 "@PixelShaderFunction(vf4;"
Name 26 "input"
Name 29 "$Global"
MemberName 29($Global) 0 "c4"
MemberName 29($Global) 1 "t4"
MemberName 29($Global) 2 "f4"
MemberName 29($Global) 3 "t"
MemberName 29($Global) 4 "f"
Name 31 ""
Name 85 "ret"
Name 110 "a"
Name 112 "b"
Name 114 "c"
Name 116 "d"
Name 117 "ret"
Name 137 "e"
Name 150 "f"
Name 186 "param"
Name 187 "param"
Name 188 "param"
Name 197 "input"
Name 199 "input"
Name 202 "@entryPointOutput"
Name 203 "param"
MemberDecorate 29($Global) 0 Offset 0
MemberDecorate 29($Global) 1 Offset 16
MemberDecorate 29($Global) 2 Offset 32
MemberDecorate 29($Global) 3 Offset 48
MemberDecorate 29($Global) 4 Offset 52
Decorate 29($Global) Block
Decorate 31 DescriptorSet 0
Decorate 31 Binding 0
Decorate 199(input) Location 0
Decorate 202(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypeFunction 7(fvec4)
13: TypeBool
14: TypeVector 13(bool) 2
15: TypePointer Function 14(bvec2)
16: TypeVector 6(float) 2
17: TypePointer Function 16(fvec2)
18: TypeFunction 16(fvec2) 15(ptr) 17(ptr) 17(ptr)
24: TypePointer Function 7(fvec4)
25: TypeFunction 7(fvec4) 24(ptr)
29($Global): TypeStruct 7(fvec4) 7(fvec4) 7(fvec4) 6(float) 6(float)
30: TypePointer Uniform 29($Global)
31: 30(ptr) Variable Uniform
32: TypeInt 32 1
33: 32(int) Constant 2
34: TypePointer Uniform 7(fvec4)
37: 32(int) Constant 1
40: 32(int) Constant 0
43: TypeVector 13(bool) 4
44: 6(float) Constant 0
45: 7(fvec4) ConstantComposite 44 44 44 44
48: 32(int) Constant 4
49: TypePointer Uniform 6(float)
53: 32(int) Constant 3
96: 6(float) Constant 1065353216
97: 7(fvec4) ConstantComposite 96 96 96 96
109: TypePointer Function 32(int)
111: 32(int) Constant 5
113: 32(int) Constant 6
115: 32(int) Constant 7
139: TypeInt 32 0
140: 139(int) Constant 0
143: 32(int) Constant 10
148: 32(int) Constant 11
151: TypePointer Function 6(float)
154: 139(int) Constant 1
178: 13(bool) ConstantTrue
179: 13(bool) ConstantFalse
180: 14(bvec2) ConstantComposite 178 179
181: 6(float) Constant 1073741824
182: 16(fvec2) ConstantComposite 96 181
183: 6(float) Constant 1077936128
184: 6(float) Constant 1082130432
185: 16(fvec2) ConstantComposite 183 184
190: 6(float) Constant 1092616192
198: TypePointer Input 7(fvec4)
199(input): 198(ptr) Variable Input
201: TypePointer Output 7(fvec4)
202(@entryPointOutput): 201(ptr) Variable Output
4(PixelShaderFunction): 2 Function None 3
5: Label
197(input): 24(ptr) Variable Function
203(param): 24(ptr) Variable Function
200: 7(fvec4) Load 199(input)
Store 197(input) 200
204: 7(fvec4) Load 197(input)
Store 203(param) 204
205: 7(fvec4) FunctionCall 27(@PixelShaderFunction(vf4;) 203(param)
Store 202(@entryPointOutput) 205
Return
FunctionEnd
9(vectorCond(): 7(fvec4) Function None 8
10: Label
35: 34(ptr) AccessChain 31 33
36: 7(fvec4) Load 35
38: 34(ptr) AccessChain 31 37
39: 7(fvec4) Load 38
41: 34(ptr) AccessChain 31 40
42: 7(fvec4) Load 41
46: 43(bvec4) FUnordNotEqual 42 45
47: 7(fvec4) Select 46 39 36
50: 49(ptr) AccessChain 31 48
51: 6(float) Load 50
52: 7(fvec4) CompositeConstruct 51 51 51 51
54: 49(ptr) AccessChain 31 53
55: 6(float) Load 54
56: 7(fvec4) CompositeConstruct 55 55 55 55
57: 34(ptr) AccessChain 31 40
58: 7(fvec4) Load 57
59: 43(bvec4) FUnordNotEqual 58 45
60: 7(fvec4) Select 59 56 52
61: 7(fvec4) FAdd 47 60
62: 34(ptr) AccessChain 31 33
63: 7(fvec4) Load 62
64: 34(ptr) AccessChain 31 37
65: 7(fvec4) Load 64
66: 34(ptr) AccessChain 31 37
67: 7(fvec4) Load 66
68: 34(ptr) AccessChain 31 33
69: 7(fvec4) Load 68
70: 43(bvec4) FOrdLessThan 67 69
71: 7(fvec4) Select 70 65 63
72: 7(fvec4) FAdd 61 71
73: 34(ptr) AccessChain 31 33
74: 7(fvec4) Load 73
75: 49(ptr) AccessChain 31 53
76: 6(float) Load 75
77: 7(fvec4) CompositeConstruct 76 76 76 76
78: 34(ptr) AccessChain 31 40
79: 7(fvec4) Load 78
80: 43(bvec4) FUnordNotEqual 79 45
81: 7(fvec4) Select 80 77 74
82: 7(fvec4) FAdd 72 81
ReturnValue 82
FunctionEnd
11(scalarCond(): 7(fvec4) Function None 8
12: Label
85(ret): 24(ptr) Variable Function
86: 49(ptr) AccessChain 31 53
87: 6(float) Load 86
88: 49(ptr) AccessChain 31 48
89: 6(float) Load 88
90: 13(bool) FUnordNotEqual 87 89
91: 49(ptr) AccessChain 31 53
92: 6(float) Load 91
93: 34(ptr) AccessChain 31 33
94: 7(fvec4) Load 93
95: 7(fvec4) VectorTimesScalar 94 92
98: 43(bvec4) CompositeConstruct 90 90 90 90
99: 7(fvec4) Select 98 95 97
Store 85(ret) 99
100: 7(fvec4) Load 85(ret)
ReturnValue 100
FunctionEnd
22(fbSelect(vb2;vf2;vf2;): 16(fvec2) Function None 18
19(cnd): 15(ptr) FunctionParameter
20(src0): 17(ptr) FunctionParameter
21(src1): 17(ptr) FunctionParameter
23: Label
103: 16(fvec2) Load 21(src1)
104: 16(fvec2) Load 20(src0)
105: 14(bvec2) Load 19(cnd)
106: 16(fvec2) Select 105 104 103
ReturnValue 106
FunctionEnd
27(@PixelShaderFunction(vf4;): 7(fvec4) Function None 25
26(input): 24(ptr) FunctionParameter
28: Label
110(a): 109(ptr) Variable Function
112(b): 109(ptr) Variable Function
114(c): 109(ptr) Variable Function
116(d): 109(ptr) Variable Function
117(ret): 24(ptr) Variable Function
137(e): 109(ptr) Variable Function
150(f): 24(ptr) Variable Function
186(param): 15(ptr) Variable Function
187(param): 17(ptr) Variable Function
188(param): 17(ptr) Variable Function
Store 110(a) 111
Store 112(b) 113
Store 114(c) 115
Store 116(d) 115
118: 32(int) Load 110(a)
119: 6(float) ConvertSToF 118
120: 7(fvec4) Load 26(input)
121: 7(fvec4) VectorTimesScalar 120 119
122: 32(int) Load 112(b)
123: 6(float) ConvertSToF 122
124: 7(fvec4) Load 26(input)
125: 7(fvec4) VectorTimesScalar 124 123
126: 7(fvec4) FAdd 121 125
127: 32(int) Load 114(c)
128: 6(float) ConvertSToF 127
129: 7(fvec4) Load 26(input)
130: 7(fvec4) VectorTimesScalar 129 128
131: 7(fvec4) FAdd 126 130
132: 32(int) Load 116(d)
133: 6(float) ConvertSToF 132
134: 7(fvec4) Load 26(input)
135: 7(fvec4) VectorTimesScalar 134 133
136: 7(fvec4) FAdd 131 135
Store 117(ret) 136
138: 32(int) Load 112(b)
141: 13(bool) INotEqual 138 140
142: 32(int) Load 116(d)
Store 114(c) 142
144: 32(int) Select 141 142 143
Store 110(a) 144
Store 137(e) 144
145: 32(int) Load 110(a)
146: 13(bool) INotEqual 145 140
147: 32(int) Load 114(c)
Store 116(d) 147
149: 32(int) Select 146 147 148
Store 112(b) 149
152: 151(ptr) AccessChain 117(ret) 140
153: 6(float) Load 152
155: 151(ptr) AccessChain 26(input) 154
156: 6(float) Load 155
157: 13(bool) FOrdLessThan 153 156
158: 32(int) Load 114(c)
159: 6(float) ConvertSToF 158
160: 7(fvec4) Load 26(input)
161: 7(fvec4) VectorTimesScalar 160 159
162: 32(int) Load 116(d)
163: 6(float) ConvertSToF 162
164: 7(fvec4) Load 26(input)
165: 7(fvec4) VectorTimesScalar 164 163
166: 43(bvec4) CompositeConstruct 157 157 157 157
167: 7(fvec4) Select 166 161 165
Store 150(f) 167
168: 32(int) Load 137(e)
169: 6(float) ConvertSToF 168
170: 7(fvec4) Load 117(ret)
171: 7(fvec4) VectorTimesScalar 170 169
172: 7(fvec4) Load 150(f)
173: 7(fvec4) FAdd 171 172
174: 7(fvec4) FunctionCall 9(vectorCond()
175: 7(fvec4) FAdd 173 174
176: 7(fvec4) FunctionCall 11(scalarCond()
177: 7(fvec4) FAdd 175 176
Store 186(param) 180
Store 187(param) 182
Store 188(param) 185
189: 16(fvec2) FunctionCall 22(fbSelect(vb2;vf2;vf2;) 186(param) 187(param) 188(param)
191: 6(float) CompositeExtract 189 0
192: 6(float) CompositeExtract 189 1
193: 7(fvec4) CompositeConstruct 191 192 190 190
194: 7(fvec4) FAdd 177 193
ReturnValue 194
FunctionEnd
|