| 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: 450 |
| gl_FragCoord origin is upper left |
| 0:? Sequence |
| 0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) |
| 0:34 Function Parameters: |
| 0:34 'input' (in 4-component vector of float) |
| 0:? Sequence |
| 0:39 Compare Equal (temp bool) |
| 0:39 's3' (temp structure{temp 3-component vector of bool b3}) |
| 0:39 's3' (temp structure{temp 3-component vector of bool b3}) |
| 0:40 move second child to first child (temp 4-component vector of float) |
| 0:40 i: direct index for structure (temp 4-component vector of float) |
| 0:40 's2' (global structure{temp 4-component vector of float i}) |
| 0:40 Constant: |
| 0:40 0 (const int) |
| 0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord) |
| 0:40 's4' (global structure{smooth in 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 Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) |
| 0:40 Constant: |
| 0:40 7 (const int) |
| 0:42 Branch: Return with expression |
| 0:42 'input' (in 4-component vector of float) |
| 0:? Linker Objects |
| 0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) |
| 0:? 's2' (global structure{temp 4-component vector of float i}) |
| 0:? 's4' (global structure{smooth in 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 Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) |
| 0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) |
| 0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) |
| |
| |
| Linked fragment stage: |
| |
| |
| Shader version: 450 |
| gl_FragCoord origin is upper left |
| 0:? Sequence |
| 0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float) |
| 0:34 Function Parameters: |
| 0:34 'input' (in 4-component vector of float) |
| 0:? Sequence |
| 0:39 Compare Equal (temp bool) |
| 0:39 's3' (temp structure{temp 3-component vector of bool b3}) |
| 0:39 's3' (temp structure{temp 3-component vector of bool b3}) |
| 0:40 move second child to first child (temp 4-component vector of float) |
| 0:40 i: direct index for structure (temp 4-component vector of float) |
| 0:40 's2' (global structure{temp 4-component vector of float i}) |
| 0:40 Constant: |
| 0:40 0 (const int) |
| 0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord) |
| 0:40 's4' (global structure{smooth in 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 Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) |
| 0:40 Constant: |
| 0:40 7 (const int) |
| 0:42 Branch: Return with expression |
| 0:42 'input' (in 4-component vector of float) |
| 0:? Linker Objects |
| 0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d}) |
| 0:? 's2' (global structure{temp 4-component vector of float i}) |
| 0:? 's4' (global structure{smooth in 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 Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4}) |
| 0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float) |
| 0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float) |
| |
| // Module Version 10000 |
| // Generated by (magic number): 80001 |
| // Id's are bound by 44 |
| |
| Capability Shader |
| 1: ExtInstImport "GLSL.std.450" |
| MemoryModel Logical GLSL450 |
| EntryPoint Fragment 4 "PixelShaderFunction" 34 |
| ExecutionMode 4 OriginUpperLeft |
| Name 4 "PixelShaderFunction" |
| Name 8 "FS" |
| MemberName 8(FS) 0 "b3" |
| Name 10 "s3" |
| Name 19 "" |
| MemberName 19 0 "i" |
| Name 21 "s2" |
| Name 25 "" |
| MemberName 25 0 "a" |
| MemberName 25 1 "b" |
| MemberName 25 2 "c" |
| MemberName 25 3 "d" |
| MemberName 25 4 "ff1" |
| MemberName 25 5 "ff2" |
| MemberName 25 6 "ff3" |
| MemberName 25 7 "ff4" |
| Name 27 "s4" |
| Name 34 "input" |
| Name 37 "myS" |
| MemberName 37(myS) 0 "b" |
| MemberName 37(myS) 1 "c" |
| MemberName 37(myS) 2 "a" |
| MemberName 37(myS) 3 "d" |
| Name 39 "s1" |
| Name 42 "ff5" |
| Name 43 "ff6" |
| MemberDecorate 25 4 BuiltIn FrontFacing |
| MemberDecorate 25 7 BuiltIn FragCoord |
| Decorate 42(ff5) Offset 20 |
| Decorate 42(ff5) Binding 5 |
| Decorate 43(ff6) Offset 36 |
| Decorate 43(ff6) Binding 8 |
| 2: TypeVoid |
| 3: TypeFunction 2 |
| 6: TypeBool |
| 7: TypeVector 6(bool) 3 |
| 8(FS): TypeStruct 7(bvec3) |
| 9: TypePointer Function 8(FS) |
| 17: TypeFloat 32 |
| 18: TypeVector 17(float) 4 |
| 19: TypeStruct 18(fvec4) |
| 20: TypePointer Private 19(struct) |
| 21(s2): 20(ptr) Variable Private |
| 22: TypeInt 32 1 |
| 23: 22(int) Constant 0 |
| 24: TypeVector 17(float) 2 |
| 25: TypeStruct 18(fvec4) 6(bool) 17(float) 24(fvec2) 6(bool) 6(bool) 6(bool) 18(fvec4) |
| 26: TypePointer Private 25(struct) |
| 27(s4): 26(ptr) Variable Private |
| 28: 22(int) Constant 7 |
| 29: TypePointer Private 18(fvec4) |
| 33: TypePointer Input 18(fvec4) |
| 34(input): 33(ptr) Variable Input |
| 37(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4) |
| 38: TypePointer Private 37(myS) |
| 39(s1): 38(ptr) Variable Private |
| 40: TypeVector 17(float) 3 |
| 41: TypePointer Private 40(fvec3) |
| 42(ff5): 41(ptr) Variable Private |
| 43(ff6): 41(ptr) Variable Private |
| 4(PixelShaderFunction): 2 Function None 3 |
| 5: Label |
| 10(s3): 9(ptr) Variable Function |
| 11: 8(FS) Load 10(s3) |
| 12: 8(FS) Load 10(s3) |
| 13: 7(bvec3) CompositeExtract 11 0 |
| 14: 7(bvec3) CompositeExtract 12 0 |
| 15: 7(bvec3) LogicalEqual 13 14 |
| 16: 6(bool) All 15 |
| 30: 29(ptr) AccessChain 27(s4) 28 |
| 31: 18(fvec4) Load 30 |
| 32: 29(ptr) AccessChain 21(s2) 23 |
| Store 32 31 |
| 35: 18(fvec4) Load 34(input) |
| ReturnValue 35 |
| FunctionEnd |