1 hlsl.partialInit.frag 2 WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing 3 WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing 4 5 Shader version: 500 6 gl_FragCoord origin is upper left 7 0:? Sequence 8 0:8 Sequence 9 0:8 move second child to first child ( temp 4-component vector of float) 10 0:8 'gv' ( global 4-component vector of float) 11 0:8 Constant: 12 0:8 0.000000 13 0:8 0.000000 14 0:8 1.000000 15 0:8 0.000000 16 0:9 Sequence 17 0:9 move second child to first child ( temp 3-element array of float) 18 0:9 'gfa' ( global 3-element array of float) 19 0:9 Constant: 20 0:9 0.000000 21 0:9 0.000000 22 0:9 0.000000 23 0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 24 0:18 Function Parameters: 25 0:18 'input' ( in 4-component vector of float) 26 0:? Sequence 27 0:19 Sequence 28 0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 29 0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 30 0:19 Constant: 31 0:19 3 (const int) 32 0:19 0.000000 33 0:19 false (const bool) 34 0:19 0.000000 35 0:19 0.000000 36 0:19 0.000000 37 0:19 0.000000 38 0:21 move second child to first child ( temp 4-component vector of float) 39 0:21 v: direct index for structure ( temp 4-component vector of float) 40 0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 41 0:21 Constant: 42 0:21 3 (const int) 43 0:21 vector-scale ( temp 4-component vector of float) 44 0:21 'gv' ( global 4-component vector of float) 45 0:21 direct index ( temp float) 46 0:21 'gfa' ( global 3-element array of float) 47 0:21 Constant: 48 0:21 2 (const int) 49 0:22 Sequence 50 0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 51 0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 52 0:22 Constant: 53 0:22 0 (const int) 54 0:22 0.000000 55 0:22 false (const bool) 56 0:22 0.000000 57 0:22 0.000000 58 0:22 0.000000 59 0:22 0.000000 60 0:23 Sequence 61 0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 62 0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 63 0:23 Constant: 64 0:23 0 (const int) 65 0:23 0.000000 66 0:23 false (const bool) 67 0:23 0.000000 68 0:23 0.000000 69 0:23 0.000000 70 0:23 0.000000 71 0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 72 0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 73 0:24 Constant: 74 0:24 0 (const int) 75 0:24 0.000000 76 0:24 false (const bool) 77 0:24 0.000000 78 0:24 0.000000 79 0:24 0.000000 80 0:24 0.000000 81 0:25 move second child to first child ( temp bool) 82 0:25 c: direct index for structure ( temp bool) 83 0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 84 0:25 Constant: 85 0:25 2 (const int) 86 0:25 c: direct index for structure ( temp bool) 87 0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 88 0:25 Constant: 89 0:25 2 (const int) 90 0:26 Sequence 91 0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 92 0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 93 0:26 Constant: 94 0:26 0.000000 95 0:26 0.000000 96 0:26 0.000000 97 0:26 0.000000 98 0:26 0.000000 99 0:26 0.000000 100 0:26 0.000000 101 0:26 0.000000 102 0:26 0.000000 103 0:26 0.000000 104 0:26 0.000000 105 0:26 0.000000 106 0:26 0 (const int) 107 0:26 0.000000 108 0:26 false (const bool) 109 0:26 0.000000 110 0:26 0.000000 111 0:26 0.000000 112 0:26 0.000000 113 0:26 false (const bool) 114 0:28 Sequence 115 0:28 move second child to first child ( temp 4-element array of 2-component vector of float) 116 0:28 'gf2a' ( temp 4-element array of 2-component vector of float) 117 0:28 Constant: 118 0:28 0.000000 119 0:28 0.000000 120 0:28 0.000000 121 0:28 0.000000 122 0:28 0.000000 123 0:28 0.000000 124 0:28 0.000000 125 0:28 0.000000 126 0:29 Sequence 127 0:29 move second child to first child ( temp int) 128 0:29 'cgi' ( temp int) 129 0:29 Constant: 130 0:29 0 (const int) 131 0:30 move second child to first child ( temp float) 132 0:30 b: direct index for structure ( temp float) 133 0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 134 0:30 Constant: 135 0:30 1 (const int) 136 0:30 component-wise multiply ( temp float) 137 0:30 direct index ( temp float) 138 0:30 direct index ( temp 2-component vector of float) 139 0:30 'gf2a' ( temp 4-element array of 2-component vector of float) 140 0:30 Constant: 141 0:30 2 (const int) 142 0:30 Constant: 143 0:30 1 (const int) 144 0:30 Convert int to float ( temp float) 145 0:30 'cgi' ( temp int) 146 0:32 Branch: Return with expression 147 0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 148 0:18 Function Definition: PixelShaderFunction( ( temp void) 149 0:18 Function Parameters: 150 0:? Sequence 151 0:18 move second child to first child ( temp 4-component vector of float) 152 0:? 'input' ( temp 4-component vector of float) 153 0:? 'input' (layout( location=0) in 4-component vector of float) 154 0:18 Sequence 155 0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 156 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 157 0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 158 0:? 'input' ( temp 4-component vector of float) 159 0:18 move second child to first child ( temp int) 160 0:? '@entryPointOutput.a' (layout( location=0) out int) 161 0:18 a: direct index for structure ( temp int) 162 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 163 0:18 Constant: 164 0:18 0 (const int) 165 0:18 move second child to first child ( temp float) 166 0:? '@entryPointOutput.b' (layout( location=1) out float) 167 0:18 b: direct index for structure ( temp float) 168 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 169 0:18 Constant: 170 0:18 1 (const int) 171 0:18 move second child to first child ( temp bool) 172 0:? '@entryPointOutput.c' (layout( location=2) out bool) 173 0:18 c: direct index for structure ( temp bool) 174 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 175 0:18 Constant: 176 0:18 2 (const int) 177 0:18 move second child to first child ( temp 4-component vector of float) 178 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 179 0:18 v: direct index for structure ( temp 4-component vector of float) 180 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 181 0:18 Constant: 182 0:18 3 (const int) 183 0:? Linker Objects 184 0:? 'gv' ( global 4-component vector of float) 185 0:? 'gfa' ( global 3-element array of float) 186 0:? '@entryPointOutput.a' (layout( location=0) out int) 187 0:? '@entryPointOutput.b' (layout( location=1) out float) 188 0:? '@entryPointOutput.c' (layout( location=2) out bool) 189 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 190 0:? 'input' (layout( location=0) in 4-component vector of float) 191 0:? 'cgf2a' ( const 3-element array of 2-component vector of float) 192 0:? 0.000000 193 0:? 0.000000 194 0:? 0.000000 195 0:? 0.000000 196 0:? 0.000000 197 0:? 0.000000 198 0:? 'ci' ( const int) 199 0:? 0 (const int) 200 201 202 Linked fragment stage: 203 204 205 Shader version: 500 206 gl_FragCoord origin is upper left 207 0:? Sequence 208 0:8 Sequence 209 0:8 move second child to first child ( temp 4-component vector of float) 210 0:8 'gv' ( global 4-component vector of float) 211 0:8 Constant: 212 0:8 0.000000 213 0:8 0.000000 214 0:8 1.000000 215 0:8 0.000000 216 0:9 Sequence 217 0:9 move second child to first child ( temp 3-element array of float) 218 0:9 'gfa' ( global 3-element array of float) 219 0:9 Constant: 220 0:9 0.000000 221 0:9 0.000000 222 0:9 0.000000 223 0:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 224 0:18 Function Parameters: 225 0:18 'input' ( in 4-component vector of float) 226 0:? Sequence 227 0:19 Sequence 228 0:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 229 0:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 230 0:19 Constant: 231 0:19 3 (const int) 232 0:19 0.000000 233 0:19 false (const bool) 234 0:19 0.000000 235 0:19 0.000000 236 0:19 0.000000 237 0:19 0.000000 238 0:21 move second child to first child ( temp 4-component vector of float) 239 0:21 v: direct index for structure ( temp 4-component vector of float) 240 0:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 241 0:21 Constant: 242 0:21 3 (const int) 243 0:21 vector-scale ( temp 4-component vector of float) 244 0:21 'gv' ( global 4-component vector of float) 245 0:21 direct index ( temp float) 246 0:21 'gfa' ( global 3-element array of float) 247 0:21 Constant: 248 0:21 2 (const int) 249 0:22 Sequence 250 0:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 251 0:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 252 0:22 Constant: 253 0:22 0 (const int) 254 0:22 0.000000 255 0:22 false (const bool) 256 0:22 0.000000 257 0:22 0.000000 258 0:22 0.000000 259 0:22 0.000000 260 0:23 Sequence 261 0:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 262 0:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 263 0:23 Constant: 264 0:23 0 (const int) 265 0:23 0.000000 266 0:23 false (const bool) 267 0:23 0.000000 268 0:23 0.000000 269 0:23 0.000000 270 0:23 0.000000 271 0:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 272 0:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 273 0:24 Constant: 274 0:24 0 (const int) 275 0:24 0.000000 276 0:24 false (const bool) 277 0:24 0.000000 278 0:24 0.000000 279 0:24 0.000000 280 0:24 0.000000 281 0:25 move second child to first child ( temp bool) 282 0:25 c: direct index for structure ( temp bool) 283 0:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 284 0:25 Constant: 285 0:25 2 (const int) 286 0:25 c: direct index for structure ( temp bool) 287 0:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 288 0:25 Constant: 289 0:25 2 (const int) 290 0:26 Sequence 291 0:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 292 0:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 293 0:26 Constant: 294 0:26 0.000000 295 0:26 0.000000 296 0:26 0.000000 297 0:26 0.000000 298 0:26 0.000000 299 0:26 0.000000 300 0:26 0.000000 301 0:26 0.000000 302 0:26 0.000000 303 0:26 0.000000 304 0:26 0.000000 305 0:26 0.000000 306 0:26 0 (const int) 307 0:26 0.000000 308 0:26 false (const bool) 309 0:26 0.000000 310 0:26 0.000000 311 0:26 0.000000 312 0:26 0.000000 313 0:26 false (const bool) 314 0:28 Sequence 315 0:28 move second child to first child ( temp 4-element array of 2-component vector of float) 316 0:28 'gf2a' ( temp 4-element array of 2-component vector of float) 317 0:28 Constant: 318 0:28 0.000000 319 0:28 0.000000 320 0:28 0.000000 321 0:28 0.000000 322 0:28 0.000000 323 0:28 0.000000 324 0:28 0.000000 325 0:28 0.000000 326 0:29 Sequence 327 0:29 move second child to first child ( temp int) 328 0:29 'cgi' ( temp int) 329 0:29 Constant: 330 0:29 0 (const int) 331 0:30 move second child to first child ( temp float) 332 0:30 b: direct index for structure ( temp float) 333 0:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 334 0:30 Constant: 335 0:30 1 (const int) 336 0:30 component-wise multiply ( temp float) 337 0:30 direct index ( temp float) 338 0:30 direct index ( temp 2-component vector of float) 339 0:30 'gf2a' ( temp 4-element array of 2-component vector of float) 340 0:30 Constant: 341 0:30 2 (const int) 342 0:30 Constant: 343 0:30 1 (const int) 344 0:30 Convert int to float ( temp float) 345 0:30 'cgi' ( temp int) 346 0:32 Branch: Return with expression 347 0:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 348 0:18 Function Definition: PixelShaderFunction( ( temp void) 349 0:18 Function Parameters: 350 0:? Sequence 351 0:18 move second child to first child ( temp 4-component vector of float) 352 0:? 'input' ( temp 4-component vector of float) 353 0:? 'input' (layout( location=0) in 4-component vector of float) 354 0:18 Sequence 355 0:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 356 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 357 0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 358 0:? 'input' ( temp 4-component vector of float) 359 0:18 move second child to first child ( temp int) 360 0:? '@entryPointOutput.a' (layout( location=0) out int) 361 0:18 a: direct index for structure ( temp int) 362 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 363 0:18 Constant: 364 0:18 0 (const int) 365 0:18 move second child to first child ( temp float) 366 0:? '@entryPointOutput.b' (layout( location=1) out float) 367 0:18 b: direct index for structure ( temp float) 368 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 369 0:18 Constant: 370 0:18 1 (const int) 371 0:18 move second child to first child ( temp bool) 372 0:? '@entryPointOutput.c' (layout( location=2) out bool) 373 0:18 c: direct index for structure ( temp bool) 374 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 375 0:18 Constant: 376 0:18 2 (const int) 377 0:18 move second child to first child ( temp 4-component vector of float) 378 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 379 0:18 v: direct index for structure ( temp 4-component vector of float) 380 0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 381 0:18 Constant: 382 0:18 3 (const int) 383 0:? Linker Objects 384 0:? 'gv' ( global 4-component vector of float) 385 0:? 'gfa' ( global 3-element array of float) 386 0:? '@entryPointOutput.a' (layout( location=0) out int) 387 0:? '@entryPointOutput.b' (layout( location=1) out float) 388 0:? '@entryPointOutput.c' (layout( location=2) out bool) 389 0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 390 0:? 'input' (layout( location=0) in 4-component vector of float) 391 0:? 'cgf2a' ( const 3-element array of 2-component vector of float) 392 0:? 0.000000 393 0:? 0.000000 394 0:? 0.000000 395 0:? 0.000000 396 0:? 0.000000 397 0:? 0.000000 398 0:? 'ci' ( const int) 399 0:? 0 (const int) 400 401 Validation failed 402 // Module Version 10000 403 // Generated by (magic number): 80007 404 // Id's are bound by 104 405 406 Capability Shader 407 1: ExtInstImport "GLSL.std.450" 408 MemoryModel Logical GLSL450 409 EntryPoint Fragment 4 "PixelShaderFunction" 80 87 91 95 99 410 ExecutionMode 4 OriginUpperLeft 411 Source HLSL 500 412 Name 4 "PixelShaderFunction" 413 Name 11 "outs" 414 MemberName 11(outs) 0 "a" 415 MemberName 11(outs) 1 "b" 416 MemberName 11(outs) 2 "c" 417 MemberName 11(outs) 3 "v" 418 Name 14 "@PixelShaderFunction(vf4;" 419 Name 13 "input" 420 Name 17 "gv" 421 Name 25 "gfa" 422 Name 28 "o2" 423 Name 33 "o4" 424 Name 41 "o1" 425 Name 44 "o3" 426 Name 51 "Nest" 427 MemberName 51(Nest) 0 "m" 428 MemberName 51(Nest) 1 "os" 429 MemberName 51(Nest) 2 "b" 430 Name 53 "nest" 431 Name 61 "gf2a" 432 Name 65 "cgi" 433 Name 78 "input" 434 Name 80 "input" 435 Name 82 "flattenTemp" 436 Name 83 "param" 437 Name 87 "@entryPointOutput.a" 438 Name 91 "@entryPointOutput.b" 439 Name 95 "@entryPointOutput.c" 440 Name 99 "@entryPointOutput.v" 441 Decorate 80(input) Location 0 442 Decorate 87(@entryPointOutput.a) Location 0 443 Decorate 91(@entryPointOutput.b) Location 1 444 Decorate 95(@entryPointOutput.c) Location 2 445 Decorate 99(@entryPointOutput.v) Location 3 446 2: TypeVoid 447 3: TypeFunction 2 448 6: TypeFloat 32 449 7: TypeVector 6(float) 4 450 8: TypePointer Function 7(fvec4) 451 9: TypeInt 32 1 452 10: TypeBool 453 11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4) 454 12: TypeFunction 11(outs) 8(ptr) 455 16: TypePointer Private 7(fvec4) 456 17(gv): 16(ptr) Variable Private 457 18: 6(float) Constant 0 458 19: 6(float) Constant 1065353216 459 20: 7(fvec4) ConstantComposite 18 18 19 18 460 21: TypeInt 32 0 461 22: 21(int) Constant 3 462 23: TypeArray 6(float) 22 463 24: TypePointer Private 23 464 25(gfa): 24(ptr) Variable Private 465 26: 23 ConstantComposite 18 18 18 466 27: TypePointer Function 11(outs) 467 29: 9(int) Constant 3 468 30: 10(bool) ConstantFalse 469 31: 7(fvec4) ConstantComposite 18 18 18 18 470 32: 11(outs) ConstantComposite 29 18 30 31 471 35: 9(int) Constant 2 472 36: TypePointer Private 6(float) 473 42: 9(int) Constant 0 474 43: 11(outs) ConstantComposite 42 18 30 31 475 45: TypePointer Function 10(bool) 476 49: TypeVector 6(float) 3 477 50: TypeMatrix 49(fvec3) 4 478 51(Nest): TypeStruct 50 11(outs) 10(bool) 479 52: TypePointer Function 51(Nest) 480 54: 49(fvec3) ConstantComposite 18 18 18 481 55: 50 ConstantComposite 54 54 54 54 482 56: 51(Nest) ConstantComposite 55 43 30 483 57: TypeVector 6(float) 2 484 58: 21(int) Constant 4 485 59: TypeArray 57(fvec2) 58 486 60: TypePointer Function 59 487 62: 57(fvec2) ConstantComposite 18 18 488 63: 59 ConstantComposite 62 62 62 62 489 64: TypePointer Function 9(int) 490 66: 9(int) Constant 1 491 67: 21(int) Constant 1 492 68: TypePointer Function 6(float) 493 79: TypePointer Input 7(fvec4) 494 80(input): 79(ptr) Variable Input 495 86: TypePointer Output 9(int) 496 87(@entryPointOutput.a): 86(ptr) Variable Output 497 90: TypePointer Output 6(float) 498 91(@entryPointOutput.b): 90(ptr) Variable Output 499 94: TypePointer Output 10(bool) 500 95(@entryPointOutput.c): 94(ptr) Variable Output 501 98: TypePointer Output 7(fvec4) 502 99(@entryPointOutput.v): 98(ptr) Variable Output 503 102: TypeArray 57(fvec2) 22 504 103: 102 ConstantComposite 62 62 62 505 4(PixelShaderFunction): 2 Function None 3 506 5: Label 507 78(input): 8(ptr) Variable Function 508 82(flattenTemp): 27(ptr) Variable Function 509 83(param): 8(ptr) Variable Function 510 Store 17(gv) 20 511 Store 25(gfa) 26 512 81: 7(fvec4) Load 80(input) 513 Store 78(input) 81 514 84: 7(fvec4) Load 78(input) 515 Store 83(param) 84 516 85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param) 517 Store 82(flattenTemp) 85 518 88: 64(ptr) AccessChain 82(flattenTemp) 42 519 89: 9(int) Load 88 520 Store 87(@entryPointOutput.a) 89 521 92: 68(ptr) AccessChain 82(flattenTemp) 66 522 93: 6(float) Load 92 523 Store 91(@entryPointOutput.b) 93 524 96: 45(ptr) AccessChain 82(flattenTemp) 35 525 97: 10(bool) Load 96 526 Store 95(@entryPointOutput.c) 97 527 100: 8(ptr) AccessChain 82(flattenTemp) 29 528 101: 7(fvec4) Load 100 529 Store 99(@entryPointOutput.v) 101 530 Return 531 FunctionEnd 532 14(@PixelShaderFunction(vf4;): 11(outs) Function None 12 533 13(input): 8(ptr) FunctionParameter 534 15: Label 535 28(o2): 27(ptr) Variable Function 536 33(o4): 27(ptr) Variable Function 537 41(o1): 27(ptr) Variable Function 538 44(o3): 27(ptr) Variable Function 539 53(nest): 52(ptr) Variable Function 540 61(gf2a): 60(ptr) Variable Function 541 65(cgi): 64(ptr) Variable Function 542 Store 28(o2) 32 543 34: 7(fvec4) Load 17(gv) 544 37: 36(ptr) AccessChain 25(gfa) 35 545 38: 6(float) Load 37 546 39: 7(fvec4) VectorTimesScalar 34 38 547 40: 8(ptr) AccessChain 33(o4) 29 548 Store 40 39 549 Store 41(o1) 43 550 Store 44(o3) 43 551 Store 33(o4) 43 552 46: 45(ptr) AccessChain 41(o1) 35 553 47: 10(bool) Load 46 554 48: 45(ptr) AccessChain 33(o4) 35 555 Store 48 47 556 Store 53(nest) 56 557 Store 61(gf2a) 63 558 Store 65(cgi) 42 559 69: 68(ptr) AccessChain 61(gf2a) 35 67 560 70: 6(float) Load 69 561 71: 9(int) Load 65(cgi) 562 72: 6(float) ConvertSToF 71 563 73: 6(float) FMul 70 72 564 74: 68(ptr) AccessChain 33(o4) 66 565 Store 74 73 566 75: 11(outs) Load 33(o4) 567 ReturnValue 75 568 FunctionEnd 569