blob: 6798bae78f0a6a2412b4893e74b8100033d6f0b4 [file] [log] [blame]
hlsl.struct.frag
WARNING: 0:26: 'register' : ignoring shader_profile
WARNING: 0:27: 'register' : ignoring shader_profile
WARNING: 0:30: 'register' : ignoring shader_profile
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
0:40 Function Parameters:
0:40 'input' ( in 4-component vector of float)
0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Sequence
0:45 Compare Equal ( temp bool)
0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
0:46 move second child to first child ( temp 4-component vector of float)
0:46 i: direct index for structure ( temp 4-component vector of float)
0:46 's2' ( global structure{ temp 4-component vector of float i})
0:46 Constant:
0:46 0 (const int)
0:46 ff4: direct index for structure ( temp 4-component vector of float)
0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:46 Constant:
0:46 7 (const int)
0:50 move second child to first child ( temp structure{})
0:50 'e' ( temp structure{})
0:50 e: direct index for structure ( temp structure{})
0:50 'ce' ( temp structure{ temp structure{} e})
0:50 Constant:
0:50 0 (const int)
0:52 Branch: Return with expression
0:52 'input' ( in 4-component vector of float)
0:40 Function Definition: PixelShaderFunction( ( temp void)
0:40 Function Parameters:
0:? Sequence
0:40 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)
0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of float)
0:40 a: direct index for structure ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 0 (const int)
0:40 a: direct index for structure ( smooth temp 4-component vector of float)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp bool)
0:40 b: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 1 (const int)
0:40 b: direct index for structure ( flat temp bool)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 1 (const int)
0:40 move second child to first child ( temp 1-component vector of float)
0:40 c: direct index for structure ( temp 1-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 2 (const int)
0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 2 (const int)
0:40 move second child to first child ( temp 2-component vector of float)
0:40 d: direct index for structure ( temp 2-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 3 (const int)
0:40 d: direct index for structure ( centroid sample temp 2-component vector of float)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 3 (const int)
0:40 move second child to first child ( temp bool)
0:40 ff1: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 4 (const int)
0:? 's_ff1' ( in bool Face)
0:40 move second child to first child ( temp bool)
0:40 ff2: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 5 (const int)
0:40 ff2: direct index for structure ( temp bool)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 4 (const int)
0:40 move second child to first child ( temp bool)
0:40 ff3: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 6 (const int)
0:40 ff3: direct index for structure ( temp bool)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 5 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:40 ff4: direct index for structure ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 7 (const int)
0:40 ff4: direct index for structure ( temp 4-component vector of float)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 6 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
0:? 's2' ( global structure{ temp 4-component vector of float i})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? 's_ff1' ( in bool Face)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
0:? Sequence
0:40 Function Definition: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
0:40 Function Parameters:
0:40 'input' ( in 4-component vector of float)
0:40 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Sequence
0:45 Compare Equal ( temp bool)
0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
0:45 's3' ( temp structure{ temp 3-component vector of bool b3})
0:46 move second child to first child ( temp 4-component vector of float)
0:46 i: direct index for structure ( temp 4-component vector of float)
0:46 's2' ( global structure{ temp 4-component vector of float i})
0:46 Constant:
0:46 0 (const int)
0:46 ff4: direct index for structure ( temp 4-component vector of float)
0:46 's' ( in structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:46 Constant:
0:46 7 (const int)
0:50 move second child to first child ( temp structure{})
0:50 'e' ( temp structure{})
0:50 e: direct index for structure ( temp structure{})
0:50 'ce' ( temp structure{ temp structure{} e})
0:50 Constant:
0:50 0 (const int)
0:52 Branch: Return with expression
0:52 'input' ( in 4-component vector of float)
0:40 Function Definition: PixelShaderFunction( ( temp void)
0:40 Function Parameters:
0:? Sequence
0:40 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)
0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of float)
0:40 a: direct index for structure ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 0 (const int)
0:40 a: direct index for structure ( smooth temp 4-component vector of float)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp bool)
0:40 b: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 1 (const int)
0:40 b: direct index for structure ( flat temp bool)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 1 (const int)
0:40 move second child to first child ( temp 1-component vector of float)
0:40 c: direct index for structure ( temp 1-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 2 (const int)
0:40 c: direct index for structure ( centroid noperspective temp 1-component vector of float)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 2 (const int)
0:40 move second child to first child ( temp 2-component vector of float)
0:40 d: direct index for structure ( temp 2-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 3 (const int)
0:40 d: direct index for structure ( centroid sample temp 2-component vector of float)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 3 (const int)
0:40 move second child to first child ( temp bool)
0:40 ff1: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 4 (const int)
0:? 's_ff1' ( in bool Face)
0:40 move second child to first child ( temp bool)
0:40 ff2: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 5 (const int)
0:40 ff2: direct index for structure ( temp bool)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 4 (const int)
0:40 move second child to first child ( temp bool)
0:40 ff3: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 6 (const int)
0:40 ff3: direct index for structure ( temp bool)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 5 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:40 ff4: direct index for structure ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 7 (const int)
0:40 ff4: direct index for structure ( temp 4-component vector of float)
0:40 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 6 (const int)
0:40 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:40 Function Call: @PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
0:? 's2' ( global structure{ temp 4-component vector of float i})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? 's_ff1' ( in bool Face)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 105
Capability Shader
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "PixelShaderFunction" 51 56 79 94
ExecutionMode 4 OriginUpperLeft
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 11 "IN_S"
MemberName 11(IN_S) 0 "a"
MemberName 11(IN_S) 1 "b"
MemberName 11(IN_S) 2 "c"
MemberName 11(IN_S) 3 "d"
MemberName 11(IN_S) 4 "ff1"
MemberName 11(IN_S) 5 "ff2"
MemberName 11(IN_S) 6 "ff3"
MemberName 11(IN_S) 7 "ff4"
Name 16 "@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;"
Name 14 "input"
Name 15 "s"
Name 19 "FS"
MemberName 19(FS) 0 "b3"
Name 21 "s3"
Name 28 ""
MemberName 28 0 "i"
Name 30 "s2"
Name 38 "empty"
Name 40 "e"
Name 41 "containEmpty"
MemberName 41(containEmpty) 0 "e"
Name 43 "ce"
Name 49 "input"
Name 51 "input"
Name 53 "s"
Name 54 "IN_S"
MemberName 54(IN_S) 0 "a"
MemberName 54(IN_S) 1 "b"
MemberName 54(IN_S) 2 "c"
MemberName 54(IN_S) 3 "d"
MemberName 54(IN_S) 4 "ff2"
MemberName 54(IN_S) 5 "ff3"
MemberName 54(IN_S) 6 "ff4"
Name 56 "s"
Name 79 "s_ff1"
Name 94 "@entryPointOutput"
Name 95 "param"
Name 97 "param"
Name 101 "myS"
MemberName 101(myS) 0 "b"
MemberName 101(myS) 1 "c"
MemberName 101(myS) 2 "a"
MemberName 101(myS) 3 "d"
Name 102 "$Global"
MemberName 102($Global) 0 "s1"
MemberName 102($Global) 1 "ff5"
MemberName 102($Global) 2 "ff6"
Name 104 ""
Decorate 51(input) Location 0
MemberDecorate 54(IN_S) 1 Flat
MemberDecorate 54(IN_S) 2 NoPerspective
MemberDecorate 54(IN_S) 2 Centroid
MemberDecorate 54(IN_S) 3 Centroid
Decorate 56(s) Location 1
Decorate 79(s_ff1) BuiltIn FrontFacing
Decorate 94(@entryPointOutput) Location 0
MemberDecorate 101(myS) 0 Offset 0
MemberDecorate 101(myS) 1 Offset 4
MemberDecorate 101(myS) 2 Offset 16
MemberDecorate 101(myS) 3 Offset 32
MemberDecorate 102($Global) 0 Offset 0
MemberDecorate 102($Global) 1 Offset 1620
MemberDecorate 102($Global) 2 Offset 1636
Decorate 102($Global) Block
Decorate 104 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8: TypePointer Function 7(fvec4)
9: TypeBool
10: TypeVector 6(float) 2
11(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 9(bool) 7(fvec4)
12: TypePointer Function 11(IN_S)
13: TypeFunction 7(fvec4) 8(ptr) 12(ptr)
18: TypeVector 9(bool) 3
19(FS): TypeStruct 18(bvec3)
20: TypePointer Function 19(FS)
28: TypeStruct 7(fvec4)
29: TypePointer Private 28(struct)
30(s2): 29(ptr) Variable Private
31: TypeInt 32 1
32: 31(int) Constant 0
33: 31(int) Constant 7
36: TypePointer Private 7(fvec4)
38(empty): TypeStruct
39: TypePointer Function 38(empty)
41(containEmpty): TypeStruct 38(empty)
42: TypePointer Function 41(containEmpty)
50: TypePointer Input 7(fvec4)
51(input): 50(ptr) Variable Input
54(IN_S): TypeStruct 7(fvec4) 9(bool) 6(float) 10(fvec2) 9(bool) 9(bool) 7(fvec4)
55: TypePointer Input 54(IN_S)
56(s): 55(ptr) Variable Input
60: 31(int) Constant 1
61: TypePointer Input 9(bool)
64: TypePointer Function 9(bool)
66: 31(int) Constant 2
67: TypePointer Input 6(float)
70: TypePointer Function 6(float)
72: 31(int) Constant 3
73: TypePointer Input 10(fvec2)
76: TypePointer Function 10(fvec2)
78: 31(int) Constant 4
79(s_ff1): 61(ptr) Variable Input
82: 31(int) Constant 5
86: 31(int) Constant 6
93: TypePointer Output 7(fvec4)
94(@entryPointOutput): 93(ptr) Variable Output
100: TypeInt 32 0
101(myS): TypeStruct 100(int) 100(int) 7(fvec4) 7(fvec4)
102($Global): TypeStruct 101(myS) 6(float) 6(float)
103: TypePointer Uniform 102($Global)
104: 103(ptr) Variable Uniform
4(PixelShaderFunction): 2 Function None 3
5: Label
49(input): 8(ptr) Variable Function
53(s): 12(ptr) Variable Function
95(param): 8(ptr) Variable Function
97(param): 12(ptr) Variable Function
52: 7(fvec4) Load 51(input)
Store 49(input) 52
57: 50(ptr) AccessChain 56(s) 32
58: 7(fvec4) Load 57
59: 8(ptr) AccessChain 53(s) 32
Store 59 58
62: 61(ptr) AccessChain 56(s) 60
63: 9(bool) Load 62
65: 64(ptr) AccessChain 53(s) 60
Store 65 63
68: 67(ptr) AccessChain 56(s) 66
69: 6(float) Load 68
71: 70(ptr) AccessChain 53(s) 66
Store 71 69
74: 73(ptr) AccessChain 56(s) 72
75: 10(fvec2) Load 74
77: 76(ptr) AccessChain 53(s) 72
Store 77 75
80: 9(bool) Load 79(s_ff1)
81: 64(ptr) AccessChain 53(s) 78
Store 81 80
83: 61(ptr) AccessChain 56(s) 78
84: 9(bool) Load 83
85: 64(ptr) AccessChain 53(s) 82
Store 85 84
87: 61(ptr) AccessChain 56(s) 82
88: 9(bool) Load 87
89: 64(ptr) AccessChain 53(s) 86
Store 89 88
90: 50(ptr) AccessChain 56(s) 86
91: 7(fvec4) Load 90
92: 8(ptr) AccessChain 53(s) 33
Store 92 91
96: 7(fvec4) Load 49(input)
Store 95(param) 96
98: 11(IN_S) Load 53(s)
Store 97(param) 98
99: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 95(param) 97(param)
Store 94(@entryPointOutput) 99
Return
FunctionEnd
16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;): 7(fvec4) Function None 13
14(input): 8(ptr) FunctionParameter
15(s): 12(ptr) FunctionParameter
17: Label
21(s3): 20(ptr) Variable Function
40(e): 39(ptr) Variable Function
43(ce): 42(ptr) Variable Function
22: 19(FS) Load 21(s3)
23: 19(FS) Load 21(s3)
24: 18(bvec3) CompositeExtract 22 0
25: 18(bvec3) CompositeExtract 23 0
26: 18(bvec3) LogicalEqual 24 25
27: 9(bool) All 26
34: 8(ptr) AccessChain 15(s) 33
35: 7(fvec4) Load 34
37: 36(ptr) AccessChain 30(s2) 32
Store 37 35
44: 39(ptr) AccessChain 43(ce) 32
45: 38(empty) Load 44
Store 40(e) 45
46: 7(fvec4) Load 14(input)
ReturnValue 46
FunctionEnd