| 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:? 's.a' (layout( location=1) smooth in 4-component vector of float) |
| 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:? 's.b' (layout( location=2) flat in bool) |
| 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:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float) |
| 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:? 's.d' (layout( location=4) centroid sample in 2-component vector of float) |
| 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' ( flat 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:? 's.ff2' (layout( location=5) flat in bool) |
| 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:? 's.ff3' (layout( location=6) flat in bool) |
| 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:? 's.ff4' (layout( location=7) in 4-component vector of float) |
| 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.ff1' ( flat in bool Face) |
| 0:? 's.a' (layout( location=1) smooth in 4-component vector of float) |
| 0:? 's.b' (layout( location=2) flat in bool) |
| 0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float) |
| 0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float) |
| 0:? 's.ff2' (layout( location=5) flat in bool) |
| 0:? 's.ff3' (layout( location=6) flat in bool) |
| 0:? 's.ff4' (layout( location=7) in 4-component vector of float) |
| |
| |
| 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:? 's.a' (layout( location=1) smooth in 4-component vector of float) |
| 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:? 's.b' (layout( location=2) flat in bool) |
| 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:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float) |
| 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:? 's.d' (layout( location=4) centroid sample in 2-component vector of float) |
| 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' ( flat 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:? 's.ff2' (layout( location=5) flat in bool) |
| 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:? 's.ff3' (layout( location=6) flat in bool) |
| 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:? 's.ff4' (layout( location=7) in 4-component vector of float) |
| 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.ff1' ( flat in bool Face) |
| 0:? 's.a' (layout( location=1) smooth in 4-component vector of float) |
| 0:? 's.b' (layout( location=2) flat in bool) |
| 0:? 's.c' (layout( location=3) centroid noperspective in 1-component vector of float) |
| 0:? 's.d' (layout( location=4) centroid sample in 2-component vector of float) |
| 0:? 's.ff2' (layout( location=5) flat in bool) |
| 0:? 's.ff3' (layout( location=6) flat in bool) |
| 0:? 's.ff4' (layout( location=7) in 4-component vector of float) |
| |
| // Module Version 10000 |
| // Generated by (magic number): 80007 |
| // Id's are bound by 102 |
| |
| Capability Shader |
| 1: ExtInstImport "GLSL.std.450" |
| MemoryModel Logical GLSL450 |
| EntryPoint Fragment 4 "PixelShaderFunction" 51 54 59 65 71 76 80 84 87 91 |
| 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 "s.a" |
| Name 59 "s.b" |
| Name 65 "s.c" |
| Name 71 "s.d" |
| Name 76 "s.ff1" |
| Name 80 "s.ff2" |
| Name 84 "s.ff3" |
| Name 87 "s.ff4" |
| Name 91 "@entryPointOutput" |
| Name 92 "param" |
| Name 94 "param" |
| Name 98 "myS" |
| MemberName 98(myS) 0 "b" |
| MemberName 98(myS) 1 "c" |
| MemberName 98(myS) 2 "a" |
| MemberName 98(myS) 3 "d" |
| Name 99 "$Global" |
| MemberName 99($Global) 0 "s1" |
| MemberName 99($Global) 1 "ff5" |
| MemberName 99($Global) 2 "ff6" |
| Name 101 "" |
| Decorate 51(input) Location 0 |
| Decorate 54(s.a) Location 1 |
| Decorate 59(s.b) Flat |
| Decorate 59(s.b) Location 2 |
| Decorate 65(s.c) NoPerspective |
| Decorate 65(s.c) Centroid |
| Decorate 65(s.c) Location 3 |
| Decorate 71(s.d) Centroid |
| Decorate 71(s.d) Location 4 |
| Decorate 76(s.ff1) Flat |
| Decorate 76(s.ff1) BuiltIn FrontFacing |
| Decorate 80(s.ff2) Flat |
| Decorate 80(s.ff2) Location 5 |
| Decorate 84(s.ff3) Flat |
| Decorate 84(s.ff3) Location 6 |
| Decorate 87(s.ff4) Location 7 |
| Decorate 91(@entryPointOutput) Location 0 |
| MemberDecorate 98(myS) 0 Offset 0 |
| MemberDecorate 98(myS) 1 Offset 4 |
| MemberDecorate 98(myS) 2 Offset 16 |
| MemberDecorate 98(myS) 3 Offset 32 |
| MemberDecorate 99($Global) 0 Offset 0 |
| MemberDecorate 99($Global) 1 Offset 1620 |
| MemberDecorate 99($Global) 2 Offset 1636 |
| Decorate 99($Global) Block |
| Decorate 101 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(s.a): 50(ptr) Variable Input |
| 57: 31(int) Constant 1 |
| 58: TypePointer Input 9(bool) |
| 59(s.b): 58(ptr) Variable Input |
| 61: TypePointer Function 9(bool) |
| 63: 31(int) Constant 2 |
| 64: TypePointer Input 6(float) |
| 65(s.c): 64(ptr) Variable Input |
| 67: TypePointer Function 6(float) |
| 69: 31(int) Constant 3 |
| 70: TypePointer Input 10(fvec2) |
| 71(s.d): 70(ptr) Variable Input |
| 73: TypePointer Function 10(fvec2) |
| 75: 31(int) Constant 4 |
| 76(s.ff1): 58(ptr) Variable Input |
| 79: 31(int) Constant 5 |
| 80(s.ff2): 58(ptr) Variable Input |
| 83: 31(int) Constant 6 |
| 84(s.ff3): 58(ptr) Variable Input |
| 87(s.ff4): 50(ptr) Variable Input |
| 90: TypePointer Output 7(fvec4) |
| 91(@entryPointOutput): 90(ptr) Variable Output |
| 97: TypeInt 32 0 |
| 98(myS): TypeStruct 97(int) 97(int) 7(fvec4) 7(fvec4) |
| 99($Global): TypeStruct 98(myS) 6(float) 6(float) |
| 100: TypePointer Uniform 99($Global) |
| 101: 100(ptr) Variable Uniform |
| 4(PixelShaderFunction): 2 Function None 3 |
| 5: Label |
| 49(input): 8(ptr) Variable Function |
| 53(s): 12(ptr) Variable Function |
| 92(param): 8(ptr) Variable Function |
| 94(param): 12(ptr) Variable Function |
| 52: 7(fvec4) Load 51(input) |
| Store 49(input) 52 |
| 55: 7(fvec4) Load 54(s.a) |
| 56: 8(ptr) AccessChain 53(s) 32 |
| Store 56 55 |
| 60: 9(bool) Load 59(s.b) |
| 62: 61(ptr) AccessChain 53(s) 57 |
| Store 62 60 |
| 66: 6(float) Load 65(s.c) |
| 68: 67(ptr) AccessChain 53(s) 63 |
| Store 68 66 |
| 72: 10(fvec2) Load 71(s.d) |
| 74: 73(ptr) AccessChain 53(s) 69 |
| Store 74 72 |
| 77: 9(bool) Load 76(s.ff1) |
| 78: 61(ptr) AccessChain 53(s) 75 |
| Store 78 77 |
| 81: 9(bool) Load 80(s.ff2) |
| 82: 61(ptr) AccessChain 53(s) 79 |
| Store 82 81 |
| 85: 9(bool) Load 84(s.ff3) |
| 86: 61(ptr) AccessChain 53(s) 83 |
| Store 86 85 |
| 88: 7(fvec4) Load 87(s.ff4) |
| 89: 8(ptr) AccessChain 53(s) 33 |
| Store 89 88 |
| 93: 7(fvec4) Load 49(input) |
| Store 92(param) 93 |
| 95: 11(IN_S) Load 53(s) |
| Store 94(param) 95 |
| 96: 7(fvec4) FunctionCall 16(@PixelShaderFunction(vf4;struct-IN_S-vf4-b1-vf1-vf2-b1-b1-b1-vf41;) 92(param) 94(param) |
| Store 91(@entryPointOutput) 96 |
| 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 |